GA SATURN MAGAZIN
ISSUE 25 £2.75 |WI
NOVEMBER 1997 1*1
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LOBOTOMY: INTERVIEWED! J<
A TOURING CAR, THE LOST WORLD,
8, STREET FIGHTER COLLECTION... AND MORE!
WP
World Champions
^> ^
Big Bloke.
Big Game.
"INCREDIBLY PLAYABLE, THOROUGHLY ENJOYABLE,
AND A SUPERB SPORTS SIMULATION"
THE OFFICIAL SEGA SATURN MAGAZINE
£39.99"
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of the backs, and the aggressi
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THE BEST SELLING
RUGBY GAME*
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SEGA SATURN MAGAZINE 25
CONTENTS
EDITORIAL
Editor UchaidLaadbattai
Oeputy Editor Mutt Th
■utor "Manual" Danlallavona
se Editor Waxian Hanod
iff Sonic S by th* Sonic Tiin]
Commercial Director Sudn McClaan
Croup Ad ■ ■■ , . ■ ■ Liia Hawk« no moia
Software Mar age r Chris Finn
Agency Sales Manager Pan] Lanuiotti no
Agency Sales Executive Cam Dick
Mail Order Sale; Jutln Wake-man
Advertising Assistant Auubal Gnu
Ad Production Executive Natasha Gtoift
MARKETING
SEGA LI;
W Mark Maslowici
Editorial Contact 3; jo. Millhubeiu,
The Isla Of Dogi, London, £14 9TZ.
Talaphona: (0171)971 67110 (no tips calls)
fax (oiji) 971 6701
ever the views expressed in this magazine are not
necessarily those of the publishers or of Sega.
Although we take great care in ensuring the accura-
cy of the Information contained in this magazine.
Copyright 199; UUP lmxgii/St ga.
System jiX and Mega-CD ar
images
EHAP images titles Include
CVG, Nintendo Magazine, CU
Amiga and PlayStation Plus.
M COVER STORY a^a^a^a^a^a^H
66 SONIC R
Travellers Tales and the Sonic Team have performed miracles
with this game - as we discover this month! Sonic R's sheer
graphical brilliance is matched with Sonic Team gameplay
design making for an unstoppable racing juggernaut!
H SHOWCASES
40 QUAKE
Lobotomy, Lobotomy. Lobotomy. They succeed
where others fail in bringing the most techni-
cally complex PC game over to the lowly
Saturn. Quake is looking seriously cool, so in
preparation for next month's review we bring
you a full-on look at how the game if
up to date. Prepare for an unbelievable
screenshot overload!
16
■ COMING SOON
STEEP SLOPE SLIDERS
Forget Zap! Snowboarding Trix. Erase the Cool Boarders expe-
rience from your consciousness. Steep Slope Sliders is defi-
nitely the greatest snowboarding game available for ANY sys-
tem! And... it's coming to the UK! We take a look...
I
46
52
■■TIPS L^a^a^a^a^a^a^H
86 RESIDENT EVIL, PART 2
SEGA SATURN MAGAZINE is into giving its read-
ers the very best in tips based entertainment,
as you would have realised over the last year or
so. Hence the inclusion of this, the second part
of our awesome Resident Evil guide. In this
instalment we deal with the antics of Jill
Valentine, having already provided you with an
exhaustive guide to Chris Redfield in the previ-
ous issue of SEGA SATURN MAGAZINE. Turn to
page 86 now!
SEGA TOURING GAR
54 SEGA TOURING CAR CHAMPIONSHIP
This game is going to be good. Just how good
comes down is an issue for the next edition of
SEGA SATURN MAGAZINE where the review
appears. Check out the tracks 'n' cars of
Touring Car - we'll reveal the INCREDIBLE secret
bits in the next issue - they'll blow you away!
LOBOTOMY INTERVIEW
As you might imagine, we're quite keen on
keeping you informed about the doings of
Lobotomy Software. In this EXCLUSIVE inter-
view, SEGA SATURN MAGAZINE talks to the
master programmers about the arduous tasks
of converting Duke Nukem 3D and Quake to the
Saturn... plus we reveal the true brilliance of
Death Tank - a hidden extra in Duke!
MARVEL SUPER VILLAINS
Yes you read that correctly! SEGA SATURN
MAGAZINE is more than happy to announce the
codes to play as Doctor Doom and Thanos in
Marvel Super Heroes. We promised it last
month and here it is! Plus the deal on "being"
Anita from DarkStalkers - no shit!
LAST BRONX
You can't beat a bit of Last Bronx can you?
No sir! In this second part of our sort-of-tips
coverage we bring you the complete tech-
niques list for four more of the Bronxers! You
can't say fairer than that, can you?
SEGA SATURN MAGAZINE USE
nn | DOLBY SURROUND]
TO TEST ALL SOFTWARE
SUBSCRIPTION RATES
UK £33.00 Airmail Europe £46.00 Airmail Zone 1 £73.00 Eire £46.00. These rates include postage and packing.
SUBSCRIPTION/BACK ISSUES ENQUIRIES
Sega Saturn Subscriptions, Sovereign Park, Leicester LE87 4PA. LE16 9EF. Phone (01858) 435350
WORLDWIDE SOCCER '98
JOHN MADDEN '98
STREET FIGHTER COLLECTION
BUST-AMOVE 3
Wm REGULARS I
06 NEWS
36 VIRTUA WRITER
38 Q+A
39 SUBSCRIPTIONS
SMALL TIPS
92 COIN-OPERATED
I 96 BACK ISSUES
' 97 OUT NOW
I 98 NEXT MONTH
Great things are afoot here at SEGA SATURN MAGAZINE.
This issue, we've completely redesigned the reviews sec
tion to provide better analysis of the latest releases - that
means more critical comment as opposed to mere descripti
screenshots, and basically more of everything. Where appropriate
reviews are also bigger, meaning that generally from now i
Showcase coverage will appear a month or two before the
review. This is just one example of how SSM will improve...
suppose the big news is that we're increasing our CD cover
mounts from now on. Some of the stuff we have lined up
between now and the New Year will blow you away - trust
Cheers-earsl
Rich Lead better,
Editor
Game Show News
Game Show storms Tokyo:
Saturn reigns supreme... again! "
Biggest Tokyo Game Show to date ■ Impressive Saturn presence ■ Sega unveils the awesome
Shining Force III ■ Konami commits to Saturn development ■ Huge third party support
' • ' •■■• • • r
Sega's booth played host to some amazing new games such as Shining Force III!
AS THE SINGLE MOST IMPORTANT
video games event of the year, the
Tokyo Game Show Autumn 'g7 proved
to be yet another Saturn success story.
Held at the Makuhari Messe from
Friday September 5 to Sunday
September 7, the show was packed to
capacity with more than 140,000
braving the scorching sun to
get a glimpse at the latest console
titles currently in development This
year the event was over 50% bigger
than the previous show held in the
spring, officially making the Tokyo
Game Show the largest computer
game exhibition in the world. Over
the course of the following three days
over 100 companies demonstrated
more than 500 games, many of which
were never seen before titles.
While both the PlayStation and
Nintendo64 received their share of
the limelight, it was the Saturn that
emerged as the machine of the show.
With Japanese developers firmly com-
mitted to supporting Sega's 32-bit sys-
tem, there were some truly stunning
titles to be ghn
Dead or Alive: full coverage next issue.
06 SEGA SATURN MAGAZINE
See
Innovation and Experimentation
AS WELL AS
such previously seen
smash hits as Panzer
Dragoon Zwei, Sonic R and a
finished Sega Touring Car
Championship. Sega
announced a handful of new
titles at the show. As at the E3
show, Sega was keen to empha
sise its policy of quality over
quantity.
Just wait until you see this game move...
Wolf from Virtua fighter Is back in the ring!
SHINING FORCE ID
Following the success of both
Shining Wisdom and Shining
the Holy Ark, Team Sonic are
currently deep into the
development of what
should be the RPG event of
the next 12 months. Shining
Force III looks set to be an epic
Saturn adventure and it's one
which will be split into three
separate scenarios. Part One is
scheduled to be released in
Winter 1997, Part Two in Spring 98 and
Part Three in Summer '98. Although the
scenarios take place one after another,
with different characters in different
locations, the outcome of one scenario
affects the next scenario In effect your
actions have a direct influence on the
future. Besides this new game
feature, the graphics have also
been enhanced.
ALL JAPAN PRO- WRESTLING:
FEATURING VIRTUA
With this year being the 25th
anniversary of the All Japan
Pro -Wrest ling Federation,
Sega has decided to release
a tie-in game. However,
unlike other wrestling
games, Sega has instead opted
for an unprecedented level of
realism. With famous pro-
wrestlers from around the
world participating in the
game's development, the latest
motion capture technology has
been used to create super-realis-
tic wrestling action. Plus VF char-
acters Wolf and Jeffry are fea-
tured as well.
Shining Force III looks
like being one of the
most ambitious RPG
projects ever devised!
Konami
back fox good
AFTER SEEMING TO FAVOUR THE
PlayStation for a while, Konami is now
showing its firm support for the Saturn
with some excellent conversions.
However, instead of just simply copy-
ing the PlayStation versions of each
title, Konami is enhancing each conver-
Games like this prove thai Konami are no
longer ignoring the lucrative Saturn market.
sion with revised and improved sec-
tions to take advantage of the Saturn's
extra capabilities as well as adding all
new features to make each title a Sega
exclusive. With both Capcom and
now Konami revealing their com-
mitment to the Saturn, Sega'
32-bit marvel faces a healthy
future indeed. Although
Konami has backed away
from the Saturn in the UK,
it's possible that Sega may
pick up such top titles as
Suikoden and Vandal Hearts.
GENSO SUIKODEN
This excellent RPG is finally coming to
the Sega Saturn but it's no simple port,
this is the 120% version! Never before
seen places, monsters and events will
*#S«5
feature in this EXCLUSIVE Saturn ver-
sion! In particular, there will be a spe-
cial rendered opening movie
and major graphical improve-
ments. Saturn owners have always
had the pick of the RPG crop and
it's phenomenal run of luck is set
to continue with a title that easily
compares with the likes of Shining
Force and Dark Savior
VANDAL HEARTS
Another PlayStation conversion
undergoing the Saturn treatment
with Improved graphics, a revised game
system, new maps and an original ren-
dered movie. Mixing traditional RPG
Now let's see Ihese games in the IK!
elements with a heavy dose of realtime
battles, Vandal Hearts is a unique
Konami title and one that benefits from
extensive replay Definitely one to
watch for.
REAL J-LEAGUE BURNING STRIKER
Konami is famous for its legendary
sports games with soccer titles such as
ISS Pro currently giving even Sega's
mighty WWS '97 a bit of a kicking. Now
for the first time, Konami is producing a
soccer game for the Satum. Real J-
League Soccer should be a blast with
well- animated characters, tight control
and enough options to keep even die-
hard footie fans happy.
SEGA SATURN MAGAZINE 07
Tokyo Game Show Announcement
Castlevania: Dracula X
Konami bring Super NES classic to Saturn ■ Exclusive levels and features ■ Stunning 2D
with a distinguished pedigree ■ Japanese launch soon ■ UK release in doubt
Castlevania is a magical game on PlayStation and Konami are promising an enhanced Saturn rendition! Rejoice!
WITH KONAMI'S NEWFOUND
commitment to the Saturn comes a
potentially mind-blowing library of
titles just begging to be converted. As
previously mentioned, the 32-bit
onslaught begins with Genso Suikoden
and Vandal Hearts but it's Konami's
forthcoming Dracula X that holds the
most possibilities.
Ranking alongside Mario and Sonic as
one of the most successful platform
series in the history of video games,
Castlevania is back, and in style! While
the platform genre seems to be going
through something of a 3D redesign,
Castlevania is sticking to its 2D roots. As
2D remains the Saturn's strong point, it
makes perfect sense for Konami to take
their most famous title to the extreme
with the addition of extra levels, mon-
sters and secrets that never appeared
in the PlayStation version. The game
begins by transporting players back to
the final level of the SNES classic,
Castlevania IV, as they initially take on
the role of Richter (originally called
Simon) and battle that nefarious
night- stalker, Dracula! With the defeat
of that dastardly blood-sucker comes
the revelation that the Dracula legacy
has now been passed onto his equally
nasty son, Alucard (yeah, that's
Dracula backwards) who also just hap-
pens to be a Belmont. Castlevania fans
will know that the Belmont's are the
heroes of the previous games in the
series and tough vampire hunters.
Unfortunately, Alucard is only half-
vampire and his powers are nowhere
This is a vast game, packed with excitement.
near as powerful as his father's.
However, to compensate for this, our
dark hero has been granted certain abil-
ities that his dad could only have
dreamt of!
Castlevania's many challenging
stages always provide players with
some nail-biting video game moments
and Dracula X is no exception. With
countless cunning levels, some of which
feature mirrored backgrounds, rotating
screens and hidden passages, players
are required to explore every inch of the
game's spooky castle setting. The
lapanese version of Dracula X is nearing
completion, with a release date set for
late November.
As for a UK release... well, Konami UK
aren't saying much at this time
The imagination behind this game is just unbelievable. The bosses are just really cool.
08 SEGA SATURN MAGAZINE
This should be a very cool Saturn title.
Konami UK: RELEASE THIS! Oh go 1
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Game Show Classic
X-Men versus Street Fighter!
First 4MB RAM cart game revealed at Tokyo Game Show ■ Capcom have done it again with
another wondrous translation! ■ 80% complete version now entering bug-testing phase
The Street Fighters' supers look amazing!
THE TOKYO GAME SHOW WAS A
great success for the Saturn, showing
that the machine has a bright future
ahead of it in the Land of the Rising
Sun. The machine has quickly become
the gamer's choice, simply because
more of the top arcade games are
arriving for Saturn than on any other
machine. Case in point; X-Men vs
Street Fighter!
Put simply, the Saturn is the only
machine that has even the smallest
chance of bringing the Capcom arcade
smash to the home... and even then,
Capcom have only managed to achieve
this by making use of a massive RAM
upgrade for the Sega machine (which
Japanese gamers may have to pur-
chase separately). Judging from the
80% complete version of the game on
show, Capcom have once again per-
formed wonders with some ace work.
So what's the deal? Surely after the
senses shattering conversion of Marvel
Super Heroes, Capcom couldn't possi-
bly top themselves? Well, the big inno-
vation in X-Men vs Street Fighter is the
fact that players choose TWO charac-
ters to battle with. It's possible to
switch between the two during play
and perform mind-shattering super
moves with both fighters simultane-
ously! With both players having two
characters in memory, that's over dou-
ble the character animation of a game
like Marvel Super Heroes or Street
Apocalypse doesn't look THAT tough, does he?
Guess again! That's just hi
n-screen. He's enormous!
Fighter Alpha. Put simply, without the
extra memory to cope with it all, the
Saturn (or indeed any home machine
bar perhaps the Neo Geo CD] wouldn't
be able to play host to that much ani-
mation. Hence the new RAM cart,
which will enable the Saturn to boast
arcade perfect ports of the likes of
Vampire Savior, Marvel Super Heroes
vs Street Fighter and maybe even
Street Fighter 3...
The version of X-Men vs Street
Fighter seen at the show seemed to be
pretty much complete. All of the char-
acters have now been coded in and
visually the game is a near-perfect
match for the visually sumptuous orig-
inal. As expected, gameplay-wise, X-
Men vs SF is a stunning replica of the
acclaimed coin-op.
This is an eagerly awaited game in
Japan... and the bad news is that the
game might not make it out of Japan.
Word has it that Sega Europe have
investigated bringing the 4MB RAM
cart over, but the cost could well be
very prohibitive. Even in Japan the
game and cart is going to be very
expensive... Hopefully we'll have some
news for the next issue...
SEGA SATURN MAGAZINE
New Game Update
Dead or Alive
you're coming with me!
The bounciest game ever hits the Saturn!
Standing out as one of the highlights
of the JAMMA show was Tecmo's
eagerly awaited 3D beat 'em up, Dead
or Alive In development for the past
two years, DOA was originally
released in arcades as a well-received
coin-op. Utilising the Model 2 board.
Tecmo pushed Sega's proven hard-
ware even further with incredibly
detailed characters, stunningly
smooth animation, the addition
of explosive ring-outs and
female fighters with big. bounc-
ing er ... attributes. Needless to
say, fan expectation has been
high for a perfect Saturn con-
version and Tecmo were
more than willing to oblige
with massive queues packing
out its stand at the show.
The game features eight martial
arts experts beating each other
senseless with an extensive range
of move, many of which will be
more than familiar to seasoned
Virtua Fighter players. Combat
takes place in a variety of exotic
locations with each stage being sur-
ounded by a mine field of explo-
sives which are detonated by play-
ers being forced out of the ring.
If 6ofps high-res game play
wasn't impressive enough,
y the home version of Dead or
Alive contains some stunning
Saturn only features including a
high-quality rendered intro, tour-
nament and training modes, and
even secret costumes such as
Tina's sexy cat suit and Kasumi's
risque bunny girl outfit.
The good news for UK Saturn
owners is that Acclaim has already
acquired the rights to unleash Dead
or Alive over here and a pre-
Christmas release is in the pipeline.
More next issue.
The Saturn version of
Dead or Alive is just as...
bouncy as the original
arcade machine!
Awesome coverage in the next issue!
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New Game Round-up
The Best of the Rest
Third parties show strong Saturn support ■ Top 2D and 3D titles in the pipeline ■ SNK, Atlus
and Hudson Soft lead the pack ■ Loads of import games on the way!
WHILE THE BIG GUNS WHEELED OUT
their latest titles to the delight of atten-
dees, its was Japan's third party compa-
nies that gave Saturn owners a real
show of force. Surprise appearances
from the likes of Hudson Soft's new
Bomberman game and Tecmo's awe-
some Dead or Alive proved that Sega's
ability to retain high-profile licensees is
as powerful as ever. From puzzle games
and RPG's to shoot 'em ups and driving
titles - there was something at the
Tokyo Game Show for everyone.
AT1US
Princess Crown
This beautiful looking action RPG's
main feature is the incredibly smooth
character animation. With over 15,000
sprite patterns Princess Crown was cer-
tainly one of the most visually impres-
sive titles at the show.
*j£ HUH
Loads of animation and cool spells.
BANDAI
Tamagotchi
The Virtual Pet craze continues!
Bandai's multi-million selling cyberpet
makes the leap from handheld widget
to fully-fledged console status Should
be a massive hit.
Shining Force III was supported by a
very strong line-up from ESP, Currently
hard at work on Grandia (the game is
pencilled in for a pre-Christmas release
in Japan) ESP also has an amazing selec-
tion of quality RPG's in the pipeline. On
display were the dark. Gothic -style
Baroque, Shining Wisdom-clone Chaos
Seed, and the eagerly- awaited Lunar:
Eternal Blue. Another surprise arrived in
the form of Treasure's Gun Griffon II as
it had previously been announced that
Silhouette Mirage would be the compa-
nies last Saturn title!
IALECO
GT24
An exciting 24hr endurance race with
super realistic racing action. While
some of the background textures may
look a little on the blocky side. Jaleco
assures us that the finished product will
be blindingly fast.
Ninja .Taja Maintain
A 3D ninja action game with both
stealth and tactics required to penetrate
your enemy's castle and complete your
mission. Similar in visual style to
Nintendo's Goeman series, Ninja Jaja
Marukun is a really cute platformer
with plenty of potential.
MEDIA QUEST
Layer Section II
Taito's awesome arcade masterpiece
receives the Sega Saturn treatment with
the addition of new ships and an origi-
nal Attack Mode. Could be a
Thunderforce V beater.
MICROCABIN
A bizarre kind of action puzzle game
featuring a unique Scenario Mode,
allowing you to select from six charac-
ters each of which has a different story,
and a Battle Mode providing some nifty
four -player action. While Noon may
look confusing, our sources say it's an
intriguing puzzler.
Noon is a weird game, that's for
SOFT OFFICE
G Vector
A high speed 3D action shooting game.
Polygon bad guys and smart power-ups
could make G- Vector a surprise hit.
SUNSOFT
Astia Super Stars
From the same creators that brought
you Waku Waku 7 comes an all-new
fighting game. Set in the strange psy-
chedelic world of Astra, this 2D beat 'em
up highlights the battles of eight char-
acters who fight to obtain the Lucky
Stars, a gift from the gods! The stages
are called Battle Fields, areas in mid-air
floating fights take place. Will come
with an optional RAM cartridge to
improve loading times and enhance the
graphics and gameplay.
Astra Super Stars: 2D beat 'em up mayhem,
Cotton 2
High quality arcade conversion of a
very polished two-player action shoot
'em up. Only just released at the arcade
and shown at the IAMMA show, the
game features a witch heroine on a
broomstick. Players use their magic to
defeat the forces of evil and destroy
screen -hogging bad guys.
SIEG
Spark
In the latter half of the 24th Century,
with the use of Human DNA Transfer,
psychic energy has become a weapon.
Those capable of using it fight in a
booby-trapped Colosseum. Bit of a
Bomberman clone but some decent fea-
tures make Spark shine.
SNK
Samurai Spirits IV
SNK's classic feudal fighting series con-
tinues with the forth outing for Galford
and friends. More bizarre characters,
blood -spurting action and smart sword-
play are expected. We should have an
import version in next month.
Real Bout Special
More Fatal Fury action with Andy
Bogard and the boys. Regarded by fans
as the best game in the series, the
Saturn version uses the standard SNK
RAM cart for superior animation and
detailed backgrounds.
The Samurai Shodown series continues.
SPIKE
DJWars
The Saturn's answer to Parapa the
Rapper, this streetwise title allows play-
ers to mix it up with 20 of the best DJ's
in the business. Remix tunes, out-
scratch your pals and gain vital street
cred! Bangin' choons!
XING
Prisoner Of Ice
You are Bruce Bryan, a young American
agent during the pre-World War 11
years. Players fight to eliminate the
threat of the Prisoner of Ice, a hideous
life form capable of gruesome carnage.
A real time horror adventure similar to
Enemy Zero.
HUDSON SOFT
Saturn Bomberman; Fight!
An unexpected release from Hudson is
this 3D version of Bomberman on the
Saturn. In fact the game almost went
unnoticed at the Show, While the
Saturn may not excel at 3D, Hudson
makes up for this with its ingenious
gameplay. Up to four players can battle
each other with a range of explosive
devices. Due out in December.
More explosive Bomberman action on Saturn.
12 SEGA SATURN MAGAZINE
This is Jamma Hot!
Latest coin-ops thrill players...
SNK's new 64- bit hardware in action.
THIS YEAR THE 35TH AMUSEMENT
Machine Show (JAMMA) was held
between September i8th-2ist at its new
location, Tokyo's must luxurious exhibi-
tion centre, The Tokyo Big Site. The new
surroundings certainly gave the show a
new up-beat image and as a result all
the exhibitors at the show went out of
their way to polish up their image and
create some visually impressive booths.
Huge videos screens and imaginative
displays livened up the normally som-
bre atmosphere considerably. With the
strong revival of the Japanese arcade
industry in full swing, everyone was
eagerly awaiting the world's greatest
coin -op show.
Although Namco had the largest
space at the show, no-one could com-
pete with Sega for sheer number of
games shown. With no less than 10
games on display, Sega dominated the
show with an incredible range of
diverse and original arcade offerings. In
*» *™ ■•■J*'
,
Sega has mare coin-ops
The finished Fighting Wu-Shu. Awesome.
With the strong revival of the Japanese arcade
industry in full swing, everyone was eagerly await-
ing the world's greatest coin-op show.
particular. Virtual On: Oratorio
Tangram, the sequel to AM3S hit robot
fighting game has been completely
revised using Model 3 technology and
was without a doubt the game of the
show. Also on display was Get Bass, a
fishing simulation game where you
actually hold a real rod! Once again
Model 3 technology was in full effect for
the most realistic fishing experience
this side of the real thing.
Namco certainly scored a big hit with
Motocross Go, with the company's
motorcycle game using their new
System 23 hardware. However, the
game everyone was talking about was
Rapid River. Sitting in a rubber dingy
shaped seat players must rotate the
game's life-size paddle to navigate
rivers, white water rapids and water-
falls. Incredible effects and amusing
graphics ensured it's popularity.
Konami finally revealed the long
awaited Fighting Wu-Shu to great
appreciation from avid arcade gamers
In addition, its second Cobra Board
game, Racing Jam was also playable for
the first time. This drew large crowds
all through the day.
Taito had a playable version of the
awesome Psychic Force 2 running on
its new Wolf Board. Although still
early in development it's already look-
ing very promising indeed.
SNK's Samurai Spirits 64 is quickly
approaching completion. The JAMMA
show version was 85% complete and
since the company's private show it
has progressed considerably with
many new attacks added to each
character and tighter backgrounds
Capcom's booth was divided
between consumer and arcade divi-
sions with the company obviously
lacking sufficient new games to com-
pletely fill its booth. While Street
Fighter III: 2nd Impact was very popu-
lar the largest crowds were gathered
around Capcom's new 3D fighting
game. Rival Schools.
For more information on Capcom's
awesome new arcade games, includ-
ing SF III, Rival Schools and Super Gem
Fighter, turn to Coin-Operated NOW!
One of the top games of the show, Fighting Wu-Shu utilises Konami's new Cobra Board.
The upgraded version of Virtua Fighter 3.
Plenty of kn I eke r -flashing in Rival Scools.
SEGA SATURN MAGAZINE 13
sill
innouncemeni
ACCLAIM SNAGS RIVEN:
Myst sequel arriving soon
Looks lovely eh?
Fans of the epic graphical adventure
Myst, should be gnashing theit teeth
in anticipation of the imminent
sequel. Originally set to be released in
the UK by SunSoft, Riven has instead
been picked up by Acclaim. This move
comes as something of a surprise con-
sidering that Acclaim has recently
stated its decision to slim down its
future Saturn releases. On the other
hand. Myst has retained a constant
position in the PC games chart and
the Saturn version achieved con-
siderable sales.
Riven continues the proud tradi-
tion of Myst by plunging players into
stunningly realistic world where their
skills are required to solve an ancient
mystery. However, completing this
task will take many hours as players
visit more than 7,000 locations and
watch some incredible FMV
sequences. Although the recent ECTS
show was something of a disappoint-
ment for Saturn owners, lacking the
big titles and surprise announce-
ments of its Japanese counterparts,
This Myst sequel should go down pretty well...
the show did give SSM its first
glimpse of of a playable Riven. The
results are certainly encouraging
although the game may face some
stiff competition from Sega's own
graphical adventure, the Cryo-pro-
duced Atlantis. Riven is scheduled for
release in the UK sometime in
December and we'll bring you a full
preview as soon as possible.
Awesome rendered
visuals are the hall
mark of Riven, the
sequel to the classic
Myst! The Saturn
version is in the
final stages of devel-
opment as we speak
LAVA-LY!
]So you thought Dante's Peak had some
cool special effects eh? Well you'd be
right. And if massive disaster on an
awesome scale is your kind of thing, we
recommend you check out Volcano,
starring a certain Tommy Lee Jones (The
Fugitive. Batman Forever et al). The
basic plot sees the city of Los Angeles
play host to an enormous active volcano
which sends ash and lava flying all over
the town, and it's up to Mr Jones and his
e female pal to divert the
M SEGA SATURN MAGAZINE
molten onslaught and save lives. We've
got a few, totally exclusive Volcano
goodie bags to give away (worth around
£300)... if you can answer this one.
simple question:
What role did Tommy Lee Jones
play in Batman Forever?
Send your answer to VOLCANO
COMP. Sega Saturn Magazine. 37-39
Mil lh arbour, London E14 9TZ.
Rich saw Volcano when he went to LA
His verdict? Quite entertaining, actually.
views in unei
Sega Europe has confirmed that work
has begun on a Saturn conversion of
the brilliant arcade light gun shooter,
House of the Dead. Few details are
available yet, but an early version of the
game has already arrived at Sega's HO.
An Easter release for next year is
planned. Rest assured. SEGA SATURN
MAGAZINE will get its hands on the
game just as soon as is possible.
In a bid to quell the rumours sur-
rounding the development of the Dural
Project (Saturn's aLI-powerful successor),
the Japanese arm of Sega released a
statement telling Satum fans to look
forward to the best year of Saturn soft-
ware yet. A great deal of titles are due
to be announced at a series of "Digital
Circus" Japanese roadshows taking
place in October and November. In fact.
Sega are boasting that this is their
greatest line-up of games to date, even
Personality Profile
eclipsing the "Big Three" of 1995: Sega
Rally Championship, Virtua Cop and
Virtua Fighter 2. Just what titles are
going to be announced remains
unclear, although House of the Dead is
a cert. Sega's bullishness has convinced
some that Saturn Virtua Fighter 3
might actually be one of the games
mentioned.. News next ish...
The Internet was rocked by the appar-
ent leak of detailed specifications for
the next Sega system, code named
Dural. The specs quoted are obscenely
powerful: the machine apparently has
16MB of RAM (as opposed to the
Saturn's two!), a custom CD drive plus a
super- powerful PowerVR graphics
accelerator chip Sega has also part-
nered up with Yamaha for the sound
chip and with Microsoft for the operat-
ing system behind the beast. Expect no
concrete news until E3 next June..
HMV CHARTS
Week Ending September 29th — —
k.
IH M.
H Send us your top ten titles and you could win a free Saturn game! Post your choices to READER CHARTS, SEGA
f\ SATURN MAGAZINE, 37-39 HILL HARBOUR, ISLE Of DOGS, LONDON E14 9TZ. We give away exclusive preproduc-
J Oct silver CD games to those wtw win! READERS CHARTS
■DDDDDDDDDDJMMHUDDDDDDI ■DDJJJJJJJJJDDJJJJJJJJJJJJJJJJJJJJJ
IRK CHARTS
READER'S CHART
nfflV UnAKi O
aown
1
Resident Evil
1
House of the Dead
1
Fighters MegaMix
2
WipEout 2097
2
Virtua Striker 2
2
Sega Rally
3
King of Fighters '95
3
Scud Race
3
Satum Bomberman
4
Jonah Lomu Rugby
4
Marvel vs Street Fighter
4
Sonic Jam
5
Alien Trilogy
5
GTIClub
5
Bug Too
6
Sonic Jam
6
DaytonaUSA
6
Virtua Cop 2
7
ManxTT
7
X-Menvs Street Fighter
7
SWWS'97
8
Die Hard Arcade
8
The Lost World: Jurassic Park
8
Tomb Raider
9
Saturn Bomberman
9
Tekken 3
9
WipEout
10
Dragon Force
10
Street Fighter III
10
ManxTT
SEGA SATURN MAGAZINE 15
COMING SOON
«'4C?00
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rticn.pii. .
1TV/1
air ii»!
0'4C"00
rcrii ri*<
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game in this
pla^abilit y
m ry! Secondly, snowboard- ; a game in Hllb
ing is so cool that when the "okay but not really that great" Cool j
ders appeared on the PlayStation, the game immediately \ GRAPHICS TO DIE FOR
: to the top of the charts. i These days, the Saturn's 3D
'" ? the cause of j doubt. With the likes of Duke Nukem 3D and Qua.
asSonyready \ or unavailable on the PlayStation, this is becomin
he superior Cool Boarders 2, but having checked out Steep j obvious (Sonic R is more good evidence).
Slope Sliders, I wouldn't get too worried. You see, Sega have Steep Slope Sliders is the snowboarding equivalent of th ; -
picked up the European rights for this Japan-originated I graphical out-quaffing. There's no denying that Cool Boarder
snowboarding title from JVC and it is without a shadow of a I its sequel do look pretty good. But Steep Slope Sliders is bette
doubt, the best possible example of the genre. Within the The Saturn engine JVC have used runs at a rock solid 30
four pages of this Coming Soon feature, this will become ! frames per second, featuring no discernible pop-up whatsoev-
increasingly obvious! j er. Although the effect isn't as impressive technically, it has
! some kind of similarity to what Travellers Tales have achieved
mM w
raphics suddenly "popping up" out of
1 objects that mist in as you approach
" ) 64 games these days.
K;«N
»**
ible. It's really quite i
ddition are the srao...
j parts of the course before
cool effects are ni
fVTURK MAGAZINE 17
COMING SOON
nww**«WH«!jt3»
33H'*f553^E ar -& a smooth -jO
*«»r rikH
«'4C"00
ICTAl IIM
0'aa"70
ruck prs,
194/2
n 30i'ps up
|the [animation |is |just [great !|
w5»
get to grips
: the time of writing it has been
Wi
JmamMm Bm
ms&
anAlpi
park (that should be ace) and finally a
j CHOOSE YOUR BOARDER
p Slope Sliders, there are -
TIME DON'T GIVE ME TIME
mms m .
BllWIIil
as opposed to ti:
effects. Basically, you get effects such :
midnight, which changes the colour and lighting and each
any actual effect o
i debatable, but it's a great touch any way.
COM NG SOON
MSI IIMI h
iir-liM
^^
Mrfing over i btmch of cars in
Ichillin' |drum |'n' jbass, |trance land [acid |toonzi|
progress through the t
rewards great playeif
styles for you to play
mmmm m HH
GAMEPLAV HO!
We've told you just how ace Steep Slope Sliders is to look at (an
we're not lying, as you can see from the scieenshots), hut the n
>. with this game is just 1
ImI
great game on your hands!
BfflSfSrrj
MM
SIS
THE OTHER ONE
Think Steep Slope Slidei
boarding title 1
- game you'll easily find gathei
HarawHH
" PLAY THE DEMO!
p Slope Sliders is curte
UK, with Sega Europe i
because of the weight of quality i
■ the wings hefore the end of Decembe
i is pleased to announce that bar a major disaster (and believe us
| they do happen), we should have an awesome demo of the game
nted CD coming to you soon - hopefully hefore
*3
XSffi
: Zap! down with supe- j Chr
One thing's for s
1NE is getting quite excited about Steep Slope Sliders -
pant playability makes it a winner that simply
;rage in forthcoming issues!
JfALt
''■■8
Having firmly established themselves qs the.leadin
brantrover mOears., ElepTi
!een to reassei
jur-mgei
/ears. Electronic Ar
jstlng (fount over,
1 qonji
, finance JA arjta
tack on. Saturn gainers, tit
; lave had sol
eir positii
ts '
leTatner,
marltet I
pen a ,
takes a closer
he annual onslaught of sports updates is upon us
once again. We've already had SWWS '98 and
Madden '98, but it doesn't end there. Electronic Arts,
one of the few third party companies to stick with
the Saturn, are preparing to roll out updated versions of some of
their most popular brands to date.
To all intents and purposes, the onslaught has begun
After the disappointment of
FIFA '97, EA are predicting a
return to form with this
year's edition.
In addition to the international teams, FA have updated their domestic teams also.
already. John Madden Football '98 arrived this issue for review
and guess what? It's pretty hardcore actually, scoring a top-notch
92%. Not bad eh? Well, actually Madden has always been the
home of quality in the EA range with other brands faring partic-
ularly badly (FIFA and NBA spring to mind). So... what can we
expect from the new wave of games? Read on...
FIFA: ROAD TO WORLD CUP '98
Following on from the stinking heap of cack more commonly
referred to as FIFA '97, Electronic Arts' are about to unleash their
latest addition to their established FIFA series. FIFA: Road to
World Cup '98 recounts the trials and tribulations of the qualify-
ing rounds of possibly the greatest sporting event of the decade,
featuring an unprecedented 172 international teams battling it
out for a place in the 1998 World Cup finals next summer.
Boasting all manner of new features along with all the usual
FIFA adornments, FIFA: Road to World Cup '98 is being touted as
the biggest and best FIFA product to date. Though judging by
recent FIFA efforts, that's not saying a lot for the game.
So what's on offer with EA's latest update? Well, the game
itself runs on the FIFA '97 engine, meaning fully polygonised
stadiums and players which allow the top footy action to be
viewed from virtually any angle the player wishes. The standard
motion capture system has been recalled for use in this year's
update, as has Spurs' recent signing David Ginola, who ably pro-
vides the volley, tackle and header footage to add to the realism
SEGA SATURN MAGAZINE
COMING SOON
The "Virtual Stadium" technology featured in FIFA '93 allows players to ri
football action from virtually anywhere in the stadium.
A staggering 172 international teams are slated to make an appearance in the game.
of the proceedings. Ginola's moves have been incorporated into a
staggering 172 teams, from reigning champions Brazil to the
more obscure African teams who haven't got a hope in hell of
qualifying. Each are kitted out in their corresponding strips,
both home and away and battle it out for those precious 32
places in next year's finals.
Once again, the commentary has been provided by the John
Motson, Andy Gray and Des Lyman trio, with in excess of 40,000
phrases being recorded. The huge script has allowed EA to
improve over the commentary of last year's game, with less repe-
tition and cock-ups than previously. In addition to all the World
Cup stuff, avid Premiership fans can also rest assured that all the
domestic league teams and players will appear in their entirety
in the finished version, along with the most up-to-date team
and player listings and statistics.
Electronic Arts are presently racing ahead with the
PlayStation version of FIFA: Road to World Cup '98, with the
Saturn version to follow shortly after. Our first impressions
are that the latest game in the lacklustre FIFA series shows a
lot of early promise, though it remains to be seen if it can
improve over last year's disappointing title. Expect a
Christmas release for this
Once they were the _
. Nov; H Baaga gamuM— w«*
their
NASCAR '98
As the only driving game in Electronic Art's sports' line-up,
NASCAR '98 is the sequel to last year's lamentable PlayStation title
NASCAR, which thankfully skipped over the Saturn as it was utter
arse. The sequel we're assured, will be quite different indeed.
Aside from the standard one-player mode, EA have
sought to introduce a split-screen two-player mode to the
game, allowing players to go head-to-head with a friend and
up to six CPU controlled cars, making for more competitive
racing. Additional features to the '98 package include an
optional weather setting allowing players to race in fog (the
only type of adverse weather that a real race can run under) as
well as a custom car option, allowing players to tinker with
tire pressure, wedge and downforce.
Of course, being an official licence of the National
Association for Stock Car Auto Racing, fans can expect all of the
car sponsorship and exact specifications of the various tracks to
be meticulously reproduced to provide players with an authentic
as NASCAR experience as possible. EA have even gone to the
trouble of recruiting NASCAR commentator Bob Jenkins to the
voice-overs, whilst the sampled engine noises provide an added
air of authenticity.
With the unfortunate news that Destruction Derby 2 will
not appear on the Saturn, EA's NASCAR '98 could be just the
thing Saturn owners are waiting for. We'll be following this
title closely over the coming months, until it's release in time
for Chrimbo.
NASCAR '98 bears uncanny
similarities to Destruction
Derby 2, with the same fender
bending action ensuing.
The FIFA '97 engine has been optimised to allow for a greater level of detail. i All the thrills and spills of NASCAR make it into the game. High-speed oval circuits are rife in NASCAR racing.
SEGA SATURN MAGAZINE
£3ZZ
NHL '98 looks set to take the Saturn by storm, combining slick graphics with
super-fast gameplay in addition to all the usual
KH1 Hookey was
Sports ' 97 editions
in all regards
What the puck is going on
NHL HOCKEY '98
Yep, we quite liked last year's NHL Hockey '97, awarded a veiy
respectable 84% in SSM and voted Best Sports Game in the US by
those crazy Yanks. Aside from giving us the opportunity to think
up variations of the old "fancy a puck?" gag, the game proved a
worthy addition to the long-established NHL series. Well, in
keeping with the theme of this feature, EA are about to release a
'98 edition of their NHL licence, with the promise of being the
best game in the series thus far.
So what's new for '98? Well, for starters NHL '98 utilises an
entirely new 3D engine, creating a believable 3D environment
which moves at a smooth rate, allowing for fast and fluid hockey
gameplay. The artificial intelligence of last year's '97 edition of
NHL has been tweaked and refined considerably, making goal
i arduous task than previously, with strategy play-
Unfortunately, these are PlayStation shots, but the Saturn version promises to be just a:
22 SEGA SATURN MAGAZINE
ing a greater role in the proceedings. Hence Marc Crawford,
Colorado Avalanche Coach and Stanley Cup Champion, who has
teamed up with Electronic Arts to devise and implement unri-
valled NHL coaching schemes. From powerplays to penalty
killing, forechecking to backbenching, true offensive and defen-
sive strategies, they're all new for '98.
Additional features EA are keen to add to last year's for-
mula include an authentic international tournament featur-
ing some of the finest international hockey teams, besides
the usual updated NHL team and player listings. As with EA's
other sports titles, we're also expecting a top name signing
to perform the commentary duties, though exact details
haven't quite been finalised yet.
We've all been fans of the NHL series since its original
Megadrive incarnation, so this is one title we're really looking
forward to. So rest assured we'll have plenty more on what looks
set to be the definitive hockey game over the next couple of
issues, maybe even the exclusive review.
One thing's for sure - there'll be some stiff competition in
the form of Sega's own NHL title which is being coded by the
team responsible foi the awesome PowerPlay Hockey. Either way
we'll find out sooner or later...
ill scoring is now a more arduous task, due to the refined CPU intelligence.
IMING SOON
IggiF Auto RepLay
^ . '^iSi
1 9 \^t4&9*
W^^t
The close-up camera angles give you a rough idea of the vast amount of detail each player exhibits.
NBA LIVE '98
Despite the deluge of basketball games already available for
Saturn owners, amongst them EA's very mediocre NBA Live '98,
Electronic Arts are convinced that their latest interpretation of
the sport they call "B-Ball" is the only one capable of bringing
home the NBA lifestyle. Besides delivering all the cool moves
of the NBA - vicious slam-dunks, be hind* the* track and mid-air
passing, shake and brake dribbling and long-range sharp
shooting, this year's update boasts a mightily impressive range
of all-new features too.
All 29 of the NBA teams have been revised and updated for
EA's annual update, boasting current player listings and true-
to-life player ratings. EA have also sought to include real offen-
sive and defensive plays into the game, besides announcers,
TV-style presentation and vastly improved motion capture
taken from real-life players in action. The presentation as
The usual over-the-top options and statistics are present in NBA live '98.
NBA Live '97 was EE^^EHBBHBSBtt inn gan:e in
the EA Sports portfolio - hopefully
always is impeccable, with new front ends and FMV adorning
the package, whilst extra manager modes, 3-point competi-
tions and extra-tough difficulty settings should ensure the
longevity of the title. EA have also gone some way to redress
one of our main gripes with the 67% rated NBA Live '97, that
being the God-awful loading times which beset the game. For
this year's update, loading times have been cut to a more rea-
sonable level, with basketball trivia questions being displayed
in the mean time.
Once again, EA are leading on the PlayStation version of
NBA Live '98, damn them, with the Saturn version to follow
shortly after. We can only hope they make a better job of the
PAL translation than they have done previously, in which
case they could well have a winner on their hands. Stay
tuned for more news.
We didn't like last year's edi-
tion very much, but EA assure
us the sequel will be a vast
improvement. Hmm...
us
SEGA SATURN MAGAZINE 23
>IJ:H'iUVI
MORTAL KOMBAT TRILOGY
With Mortal Kombat 4 doing the rounds in the US and Mortal Kombat Annihilation due to hit cinema screens any time soon, MK's still
going strong. For Saturn owners, the hype continues in the "mutha' of all fighting game collections, Mortal Kombat Trilogy.
ove 'em or loathe 'em, the Mortal
Kombat series of games are hereto
stay. They may have been bloody
and controversial in their time
but for many fans It's the many characters,
tool moves and tons of secrets that have
earned these titles a permanent place in
video games history. To keep the ball
rolling, just in time for a movie sequel and
the arcade debut of MK4, GT Interactive
has just put the finishing touches to Mortal
Kombat Trilogy. Essentially a collection of all the
kombatants to ever appear in the series as well
virtually every background, the game has
already appeared on both PlayStation and
Nintendo64 to mixed reviews.
Many players have complained that
the series ran out of steam years ago and that the bat-
tle for the right to retain the beat 'em up crown has
already been won by Street Fighter. That may be
V true but Mortal Kombat still has its devotees.They
'^v realise that MK was never intended as a direct
l Vi competitor to Capcom's classic and that
Vj,i Williams' drew its influences from more realis-
tic sources, even going so far as to digitise
actual martial arts experts wearing the appro-
priate character costumes. However, since the
riginal game appeared the series has basically
become a pale imitation of its former self. With
the addition of weapons, robots and too much
humour, Mortal Kombat has fallen foul of its
success.
So where does that leave Mortal Kombat
Trilogy then? Well, the good news is that
Mortal Kombat Trifogy features just about every character from the first three games. Hence the name.
24 SEGA SATURN MAGAZINE
The question is; just when will GT get around to releasing this?
\\AMMil4*>
Liu Kang is finally hack in Mortal Komhat
every background is in MK Trilogy.
ilfl
ir Jf
n-
hidden characters to find too!
Mortal Kombat Trilogy is complete, just waiting for a European release!
The question is just when will it COITie out? We'll keep you posted..
fans of the series now have the ultimate MK collection in
their hands and it's one that certainly deserves some
attention. Ultimate Mortal Kombat earned an impressive
91% in SEGA SATURN MAGAZINE, a score that its succes-
sor should at least equal. Now boasting even more char-
acters, an unbelievable assortment of special moves,
fatalities, babalities, animalities and friendships, MK
Trilogy manages to squeeze every drop of creativity from
the series. Of course the game also contains more
secrets and hidden goodies than the most expensive
Christmas crackers.
Payability is still down to individual taste. The abili-
ty to run, pull off cheap moves and dispatch some oppo-
nents with just a few basic attacks may infuriate some
players but there is some depth to MK's unique fighting
style. While not in the same league as other beat 'em
ups, MK Trilogy does manage to make up for its short-
comings with a wealth of added extras, multiple play
modes and large sprites. Graphically, detail may be lack-
ing but the speed and variety of the game's characters
deserves respect.
But when will MK Trilogy come out? It's available in
the US now, so hopefully the answer is "soon".
BUCKETS OF BLOOD
Oooh... that blood is so realistically scary! Aleeeel
When the first Mortal Kombat game arrived on
16-bit consoles, it was accompanied by a signifi-
cant public outcry. Outraged mothers claimed
that their kids were being transformed into
blood-thirsty Little monsters and concerned MPs
stated that the game would cause the nation to
sink into chaos and anarchy. Mortal Kombat sold
by the shed load.
By the time MKH. arrived, everyone had forgotten
all about their precious morals and once again
the game did phenomenally
well. Williams' third instal-
ment suffered, thanks to nit-
picking critics and the
fact that it actually
wasn't that good. Keen
to push its number
one property back
into the main-
stream, Williams
has just released
Mortal Kombat 4 L
US arcades. So far,
player response has
been good and console
versions should appear
early next year.
Unfortunately, MK
Trilogy could well be
the last Sega title
of the series...
SEGA SATURN MAGAZINE 25
u;mu.i
FIGHTING FORCE
Yes. No. Yes. No. Yes. No. YES! Hooray! That's been the situation with the Saturn version of Fighting Force over the last few months,
and now that Sega themselves are releasing the game, Fighting Force is a definite 'yes' for an official release.
I WANNA DESTROY PASSERS BY!
There's no doubt that Fighting Force is jam-
packed with cool stuff - doois and walls are
kicked in to access other aieas, cat alarms go
off when you kick them (always good for a
laugh down my street), and if you smash a car
to pieces players can pick up the
bits to use as weapons! Police cars scream off
pursuit of villains, and you can even get run
when crossing the road ■ that's if you
haven't blown up the moving cars with the
rocket launcher first! Cool game? Hardcore
action? Major destruction? Oh yes!
kicked in the door of the office, picked up;
huge box and smashed it into the faces of
the three butch blokes standing by the
window. Then I ran out into the road and
smashed up their car a bit, before running down the
street to flatten another four muscle-bound heavies.
Sigh... If only I was as tough in real life as I am in
Fighting Force -this is a cool game! It's a major relief to
finally get our hands on an official preview copy, cour-
tesy of our chums at Sega, who have confirmed that
they've signed the game to be released later on in
the year. Thank god for that, we were actually
starting to worry.
8ut will it be worth all the stress and
heartache? Well, judging from this nearly
finished preview copy, it looks as if
Fighting Force will be an excellent game.
From the outset players can choose from
four predictably muscle-bound characters,
and basically go out and cause some majoi
property damage. Large chunks of the scenery
can be destroyed - vending machines, crates and even
cars can be smashed up - and virtually every item you
see lying around may be picked up and used as a
weapon! Sounds like a good night out. Anyway, it's all
thanks to the game's excellent 3D engine that players
can roam around in such a cool environment. Seedy
streets, fluorescent light-filled car parks and
larble-floored offices all look great, and
with a floating camera that zooms in and
out on the action, depending on how
close your fighter is to the bad guys, the
rest of the cars, trucks, buildings and all
of the other gloomy city settings look very
impressive indeed. Especially once they've
II been smashed up a bit of course!
Our heroes - Hawk (hard bloke], Mace
(hard girl). Smasher (huge bloke), and the lovely Alana
(cutie-pie), are all geared-up for action with some finely
honed muscles and crack fighting techniques. Three but-
Trucfcs can't be destroyed as easily as the Gars, but Ihey bounce on their suspension when hil. Alana's obviously had enough of all this fighting, and decides to hail a taxi to take her home.
26 SEGA SATURN MAGAZINE
UiU'M.'l-
Smasher's special move sends a Shockwave out around hi
it it's probably best to just smash bad guys in the head!
We're talking extreme violence and destruction here. With atmospheric levels and
detailed backdrops, Fighting Force looks set to be a Saturn smash!
You wouldn't believe the number of stories
that were circulating about the Saturn v
of Fighting Force. Following the cancellation of
Saturn Tomb Raider 2, we started to hear
rumours that Fighting Force would be com-
pletely canned on the Saturn as well. Then,
things started to get surreal when we heard the
game might only be released in Japanl Eh?
What was all that about then? Thankfully we
now have a virtually complete Saturn version.
tons represent the usual punch, kick and jump moves,
with some ace 8+C special moves thrown in for extra
violence. Although some good attacks and impressive
throws can be pulled off with a combination of button
presses. Fighting Force is much more like a simple arcade
style fighting game than a more complex beat 'em up.
Basically, when people describe this game as "Streets of
Rage in 3D" they're not wrong, as the fighting action
does feel very similar to Sega's classic. Considering how
highly the Streets of Rage games are rated, the compari-
son is very flattering. However, thanks to the 3D power
Two very large blokes, one small girl. My money's on the girl!
of the Saturn, Fighting Force takes place in a world com-
pletely different to Sega's cartoony fighter...
When you get tired of fighting dirty criminals in
the filthy streets and lurking in the dark alleyways, just
kick in the nearest door and start beating the crap out of
the slightly cleaner criminals who work in the buildings -
just because they wear suits doesn't mean they're nice
people. There are usually a few crates and boxes lying
around most levels which can be used to trash villains
with, which is always fun, and a bit more exploration
reveals some awesome weapons like the car-exploding
rocket launcher. We're talking extreme violence and
destruction, in case you haven't already guessed, and
thanks to the more realistic locations in Fighting Force
the game really has a great style and atmosphere all of
its own. It's the attention to detail that makes a big dif-
ference - the subtle lighting effects, the suit-wearing
baddies, the realistic cityscape and the total destruction
of everything that stands between your fighter and their
mission, Oh and the extreme violence helps as well!
There's no doubt that Fighting Force looks like it'll
be well worth the nerve-wracking wait we've had to
endure, and Sega have definitely done the right thing in
signing this rocking game up for a UK release. We can't
wait to start cleaning up those mean streets!
SEGA SATURN MAGAZINE 27
n-mmi
SILHOUEnE MIRAGE
SSM's Silhouette Mirage coverage continues apace this month with the finished Japanese version of the game arriving just in time to
go under the spotlight. So is Treasure's latest offering a mess or a masterpiece? tet's take a looksee..
WHO'S THE BOSS?
Treasure's games always feature the most out-
landish creatines and Silhouette Mirage is no
exception. While othei companies may save their
supreme creations for the final stage of a game,
even Treasure's minor mid-level bosses would
give Frankenstein nightmares! Gigantic striding
robots, vicious werewolves, cunning wizards,
grinning pumpkin heads and distorted half
dragons with microphone tails are just the tip of
the iceberg. Treasure may take their time when
it comes to delivering the goods, but when they
do the results are usually more than worth it.
■■§■■ hile questions are still being
ft * T u raised over whether Treasure
\ k J final Saturn title will see the
■■■ light of day in the UK,
our Japanese counterparts are ^^
finally getting to grips with one
of the strangest game's they're
ever likely to play. Last issue's Com
Soon focused on a single level of
Silhouette Mirage, which was
available as a limited demo disc,
but perfectly demonstrated that
Treasure have still got what it takes
when it comes to producing top
quality platformers with a dash of
the bizarre. The good news is that the
finished game is every bit as
as we expected and only now are the twin
worlds of Silhouette and Mirage beginning
reveal their secrets...
Just to get you up to speed: Players take on
the role of a courageous young girl, Shina, who has
the power and responsibility to reunite two warring
races. Her travels take her through seven varied stage 1
as she tackles monstrous guardians and some of the
strangest creations that nature has ever spawned. Of
course platform fanatics will be satisfied with the
game's traditional structure, with such standard fea-
as power-ups, ingenious level
designs and unique methods for defeating
boss creatures, but Treasure's ability to put a
ew spin on old ideas is what lifts the game
ibove its rivals.
On the down side, a lack of lives
limited continues in Silhouette
Mirage are likely to deter less
^V A capable players as the skill
^/i J .' required to complete the
"■\J/^ J game's seven worlds will tax
i ^Sj , platform fans to their limits.
Memorising each stage's numer-
ous traps and the location of wan-
ting enemies just isn't going to
cut it. Players are best advised to spend
their time tackling the game's handy training mode
before beginning their adventures proper. In fact mas-
tering Shina's many powers and abilities is the only
thing that will ensure that her mission is a success.
Shina begins her quest on the barren and seem-
ingly lifeless world of Shamain where she encounters
her first foes and begins to learn the limits and poten-
tial of her powers. Tackling a fish-faced biker boss
leads to the city streets of Raqia and a battle against
the gross, scaly school girl guardian revealed last issue.
The twin worlds of Shehaqim and Machonom provide
all manner of thrills ranging from Las Vegas-style slot
Mastering Shina's many powers and abilities is the only surefire
way to guarantee that her mission is a Success
With varied stages, bizarre creatures and some truly outra-
geous bosses, Silhouette Mirage is a little gem of a game.
Shina's powers are only effective depending on the direction In
which our heroine is facing. Red side kills blue and blue kills red.
28 SEGA SATURN MAGAZINE
LL1AKJ
4-p
As a quality 2D piatformer, Silhouette Mirage is in a class of its own.
Fans of the company that created Gunstar Heroes are in for a real treat
dung,
s to breakneck races through trap- infested
S, Players with supreme talents face their
final challenge on Araboth, where Shina faces the
mysterious leaders of the two struggling factions and
learns her real role in the war of the worlds...
So you're probably wondering what all this
Silhouette Mirage coverage has to do with you loyal
UK Saturn owners, Well, we're the first to admit when
a game holds potential and Treasure's creation is cer-
tainly no exception. As a quality 2D piatformer,
Silhouette Mirage is in a class of its own and fans of
the company that created Gunstar Heroes are going to
be in for a real treat. Although Sega have declined to
pick up the game for release over here, we've been
speaking to certain third party companies that may be
d powers of flight to avoid enemy fire.
SORCERER SUPREME
Only Shina has the power to save her world from destruction.
interested in giving Treasure's latest creation life on
these shores. Nothing's confirmed at the time of this
writing, but we're twisting a few arms here and there.
If we're successful, the Saturn will gain a 2D plat-
former of mammoth proportions and there's every
chance we'll also nab that elusive demo.
Shina's twin Silhouette and Milage powers
give her the ability to defeat enemies fiom
either race, depending on the direction she is
facing of course. When her red side is facing
blue Silhouette creatures, she is capable of
dispatching them with a quick energy blast.
Likewise, her blue side is employed to anni-
hilate nasty red Mirages. While Shina's basic
single shot is fairly effective, our heroine
may also purchase additional powers and
magic from the handy rabbit vendor who
appears at certain locations. Homing blasts,
gaseous grinning skulls and powerful light-
ning blasts may be added to her arsenal and
used to teach her enemies that this lady is
one tough cookie!
If the going gets too tough, players have the ability to unleash
a devastating blast to clear the screen of annoying enemies.
This ED-209 w
accurate blasts ai
rtually unstoppable. Well-timed ai
required to destroy it.
SEGA SATURN MAGAZINE 29
4^rJiTTITT71l
ANARCHY IN THE NIPPON
It's another 3D fighting game to issue forth from Japan's combat infested shores. Hmmm. Is there anything in Anarchy in the Nippon to
make us just a little bit more excited? Yes, actually!
THE ART OF NOISE
One aspect of Anarchy in the Nippon which is
impressive is the range of sampled speech and
bone -crunching effects. It has to be said that
the VF series' contact noises seem to have lost
power since the almighty sonic onslaught of
Virtua Fighter i, but Anarchy in the Nippon
successfully brings some of those effects back,
along with other equally raucous effects. It
might seem like a small point but in the heat
of battle, a cacophony of awesome noise really
makes for a cool atmosphere.
Throws are accomplished in a VF style with A and B buttons.
onsidering that the Saturn has three of the
greatest 3D fighting games around in the
form of Virtua Fighter 2, Fighters MegaMix
and Last Bronx, you'd think that the mar-
uld be pretty much saturated. In Japan at least
this is frankly not the
Two new games are vying for the wallets of the
Japanese fighting fan: the forthcoming conversion of
Dead or Alive will be featured in the next issue of SEGA
SATURN MAGAZINE. This month we've got hold of
Anarchy in the Nippon - a videogame with a most
intriguing origin.
In Japan, there are many regional Virtua Fighter
champions. These guys are amazingly good at the game
-true masters. It's not unusual for them to spend whole
days on Virtua Fighter 3 machines, or even having one in
the corner of their bedroom.
The Japanese firm KSS has brought together some
of Japan's greatest Virtua Fighter warriors and put them
to work on designing a home fighting game... the intent
being to supplant Virtua Fighter 2 as best 3D fighting
game on the Saturn. Shortly we shall seethe fruits of
their labour as Anarchy in the Nippon hits the streets.
SEGA SATURN MAGAZINE has had a good, long,
hard look at the game and it's difficult to find fault with
it. Any one expecting the loose controls and easy game-
play of Fighters MegaMix is in for a disappointment - as
you would expect from a game designed by VF fans,
what we have here is pinpoint accuracy and strategy
stressed above random button pressing. The combina-
tion system used in VF also makes some kind of presence
here- but the characters' vastly different techniques
means that even VF masters will need to spend some
time fully getting to grips with it.
Other aspects of the game are also instantly remi-
niscent of AM2's showpiece franchise. The visuals are
super hires with some superb character texturing. The
update is a totally solid 60 frames per second. There is
never a hint of any kind of slowdown - the arcade experi-
ence is certainly brought to bear in this game.
Anarchy in the Nippon betrays its VF influences with PPPK attacks, as seen above.
30 SEGA SATURN MAGAZINE
This guy (he's fighting against himself here) is one of the flashier combatants in the g:
nmmm
The strangest throw in a fighting game ever! This is the time to go for a stomping move.
fixisi£ m\*\W x "-
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jj Bf"nrn!
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IS- 1 ""' pflH
B^^HSa .
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OlMOC t —
Once again the Virtua Fighter influence is seen in the form of Anarchy in the Nippon's floating combination methods.
Designed by the world's greatest Virtua Fighter players Anarchy in
the Nippon is a cool, technically impressive brawler with much promise
range of fighting babes too, so that's all right then (but
don't expect jelly-like wobbling breasts as in the forth-
coming Dead or Alive).
Anarchy in the Nippon deserves a European release
of some sort, simply because with every month that we
hear no more about Virtua Fighter 3, fighting game fans
are getting increasingly more frustrated. Anarchy in the
Nippon's similar adherence to fighting skill and strategic
battling, coupled with its drop-dead gorgeous graphics
make this a game that could do really well...
-4-i>
If KSS hadn't been careful, Anarchy in the Nippon
could well have been a simple VF clone, but thankfully
the designers have gone for characters that are as pretty
far removed from Virtua Fighter as you can get. Indeed,
we'd say that the influence for the characters is more
SNK than AM2. SNK always inject some humourous
characters to stand alongside their diehard heroic fight-
ing masters and this is the case in Anarchy in the
Nippon. Most amusing of all is a tight suit cladded busi-
nessman in the habit of headbutting his opponents and
scurrying between their legs! You get your ubiquitous
The monsters are in and the speed is still unbelievably g<
BACKGROUND ANALYSIS
Since the days when everyone found out that
Shim's bridges wouldn't be in Saturn VF2, the
world has had a seemingly obsessive craving
for 3D backgrounds in a fighting game. Last
Bronx kind of delivered with its stunning roof-
ing effects, but other than that, most of the 3D
fighting games to date have made do with 2D
scrolling backgrounds. Anarchy in the Nippon
is exactly the same. However, the backgrounds
are scaled in size (just as in VT2), meaning that
there is some depth in what you are seeing.
This effect (which isn't in ANY of the Tekken
games) is pretty cool, actually.
Once again we see the VF style UP and PUNCH jumping stomp.
SEGA SATURN MAGAZINE 31
IJ;U'M'J
ENEMY ZERO
How's this for a low budget sci-fi film plot: Aliens attack a space station, but in a clever saving on the special effects budget, the
aliens are all invisible! Enemy Zero is a bit different though - guality sci-fi action?
THE JAPANESE ARE MAD FOR IT
Enemy Zero created a bit of a storm when it was
released in Japan, and has since become one of
the all-time highest selling Saturn games over
there, thanks to the involving plot and cool FMV
sequences. And the naked blonde woman proba-
bly helped as well, come to think of it. Anyway,
why has it taken so long to get an official
release? Well, how would you fancy translating
four CDs jam-packed with Japanese text and
speech? Still, Sega are up for the job, and they've
even recruited eighties female 'pop' singer
Luscious Jackson to provide the voice of Laura!
his game has the coolest Intro I've ever
seen. Invisible aliens smashing through
steel doors, chomping on the heads of
the staff members hiding behind them,
while fuzzy security cameras catch the blood spurting
all over the wall, and a gorgeous blonde naked chick
views the action on her personal view-screen. Oscar-
winning stuff. The only minus point in this awesome
sequence is that the computer generated babe doesn't
appear to have any nipples. Not that I was looking.
Anyway, that's beside the point, because this girl
(Laura) has just woken up from cryogenic suspension
to find herself on a space-station that's being devas-
tated by blood-thirsty invisible aliens...
The majority of the game is based around video
clips, with some very impressive Doom-style 3D sec-
tions linking areas of the station together. Players con-
trol Laura as she investigates the crisis and horrific
murders that are happening on the space-station. The
first task is to explore the station and try to get the
power turned back on - she has to talk to the remain-
ing living crew members and find access cards for the
doors, check out a map of the area, while all the time
managing to avoid the rampaging invisible aliens.
These invisible aliens are a bit of a problem. They
wouldn't be so much trouble if they were friendly and
made an attempt to fit in, like Mork from Mork and
Mindy, but these aliens don't care about making jokes
and observing the curiosities of Human behaviour -
That's a very flattering camera angle for a young lady...
they just tear people apart! Poor old Mindy wouldn't
stand much of a chance with these heinous beasts,
because being invisible makes it very hard even for a
tough space cadet like Laura to survive. So how do you
find and exterminate an invisible alien then?
Well, Laura has a scanner which can locate the
beasts in the real-time 3D sections of the game, but
players have to pay close attention, because the scan-
ner only emits a beeping noise - the nearer the alien
the faster the beeps, and the faster the beeps the
Most of the pics in this preview are taken from (he video clips,
because they all look so damn dood. The video window isn't
quite full-screen, but the quality is still pretty high.
The combination of a stylish sci-fi plot and COOl 3D action should make
Enemy Zero One to look Out for when it's released later this year
Laura's just found a swipe-card that should al
32 SEGA SATURN MAGAZINE
s to the space-station's store-
tlh-oh, now she's got a gun! And she means business as well. Watch out all you invisihle ;
\UMMU&>
Laura's listening intently to her ear-piece for a status
more chance Laura has of being torn limb-from-gor-
geous-limb. It's very tough to get the hang of, but
there's a handy training mode which helps players get
to grips with the action. There's a lot of pretty violent
action in this and every other part of the game as
well, with a good selection of exploding heads and
violent deaths. It's even harder for Laura to stand up
for herself because she only has access to one fairly
pathetic gun that needs to charged every time it's
used, and because of this and the need to rely on the
beeping scanner, fighting these invisible aliens is
much more like a strategic game of cat and mouse,
rather than mindless shooting action, as players need
to get as close as possible to kill the beast
one shot. These 3D action sections which
link the different areas of the ship are
great - the idea of having to listen and
concentrate on finding the aliens is
fantastic, and it creates a genuinely
scary and intimidating atmosphere,
but anyone expecting Enemy Zero to
be all shoot 'em up action will be dis-
appointed - this is a very intense and
must have very sensitive skin.
highly plot-driven game.
The game music also helps to generate a spooky
sci-fi atmosphere. It's been composed by a chap called
Michael Nyman, who sounds quite famous, but I can't
quite place the name. Probably some American big
cheese rock musician, and I suspect he's only responsi-
ble for the more atmospheric music that features
throughout the game, rather than the awesome Drum
'n' Bass track that accompanies the excellent intro.
This preview version of Enemy Zero is nowhere
near complete yet (only two of the four CDs have been
translated so far), but already the game looks like
being an extremely playable mixture of great movie
clips and tense 3D hunting, with a stunning
■fi plot and some gratuitous violence
ind nudity thrown in. Cool! Will we
finally have a game worthy of the tag
Interactive Movie' after all these
years of trying? Well, the game is cur-
rently scheduled for an early
December release - we'll keep you
posted on development...
4B>
(Above) There may he a picture of one of the mean aliens in the
but they're invisible so it's kind of hard to tell.
When playing the game you'd know if an alien was nearby - the
scanner would be beeping like crazy.
MUST BE SOMETHING IN THE WATER
Enemy Zero was created by top Japanese games
company Warp, best known for their previous Saturn
game 'D'and for the antics of their totally crazy boss
Kenji Eno. When Enemy Zero was launched in Japan,
Eno decided to put together a very limited edition
box set (only 20 copies), that cost the equivalent of
£2000! Even more bizarre was the fact that Eno deliv-
ered the boxes personally to those Saturn owners
mad enough to spend two grand on his game.
They've also just released a Saturn game in Japan
that has no graphics at all -just a completely blue
screen and some complicated audio-based gameplay,
which has so far defied all attempts at rational expla-
nation. A European release for that one seems rather
unlikely, don't you think? And to cap it all, Eno is cur-
rently creating a comedy TV show just for Japanese
television (starring himself and six gorgeous women)
all about the trials and tribulations of the boss of a
Japanese software company! The boy's obviously not
right in the head!
n't help but notice the quality workmanship on that chair...
...workmanship that's even more impressive from this angle!
There really is an incredible amount of detail in the FMV
sequences. Every single shot looks like it's straight out of a
drawer sci-fi movie, and the plot's just as detailed.
SEGA SATURN MAGAZINE 33
yllU'JUJ
THE LOST WORLD
One of the summer's highest grossing movies, Steven Spielberg's dino seguel is also Saturn bound. But with the lost World receiving
mixed reviews will it fare any better as a video game?
There's nothing more annoying than being chased by a two ton
i. Run like the wind little Compy, run like (he wind!
SOMETHING HAS SURVIVED
Megadrive owners may experience a sense of
deja vii when playing The Lost World as its mix
of both humans and dinosaurs has been tackled
before in a 16-bit version of the original movie.
With the Saturn game, DreamWorks has upped
the character quota with The Lost World boasting
such numerous playable and non-playable crea-
tures as the tiny Compy, vicious Raptors, lumber-
ing Brontosauius, lethal human poachers and a
certain two-legged towering terror.
I he old adage of movies making dreadful
| licensed games is certainly one that
ings true for most film-themed
| titles. As Acclaim have
learned the hard way, a top quality
movie doesn't necessarily guarantee
a hot console hit. For every Alie
Trilogy there's a Crow: City of
Angels and many
developers are now
wary of even the most sure
licences. That being the case, it's encouraging
to see that the interactive arm of Spielberg's new
wonder-studio, DreamWorks SKG, has apparently
spent the time and effort to make The Lost World:
Jurassic Park just that little bit special.
Completely ignoring the plot of the movie alto-
gether, the game propels players into a number
of prehistoric platform levels where they're
presented with the opportunity to take on
the role of both human and dinosaur char-
acters. Although The Lost World is set
the same abandoned tropical
land as the film, the game's
structure consists of basic Pandemonium-
style pseudo-3D stages requiring players
to negotiate tricky ravines, perform well-timed leaps
of faith and generally avoid becoming extinct.
Essentially billed as a constant learning experience,
The Lost World attempts to let players "grow" as they
continue, with many varied levels ranging from a tiny
The final level finds scientist Sarah Harding desperately trying
to escape from the dino-infested island. Players n
their skill in order to avoid ending up as an early lunch.
A scavenger and pack animal, the Compsognathus uses its speed and agility to overpower larger creatures.
34 SEGA SATURN MAGAZINE
umu.i
*^>
It's clear that DreamWorks has made every possible effort to
simulate the believable environments glimpsed in The Lost World
Compsognathus searching for food in order to survive
through to the Bionic Commando-style human hunter
stages and culminating in some satisfying
Tyrannosaurus Rex stomping.
While dashing from left to right seems to con-
tribute the dino's share of the action, The Lost World
also contains a host of secrets to discover and power-
ups to collect, with the latter being hidden in the
usual impossible-to-reach locations. For the dinosaurs
these items consist of basic food required to keep
their strength up, for the humans they range from gas
canisters and automatic weapons to health icons and
rocket launchers. Cunning use of both natural abilities
and handy power-ups enable smart players to make it
safely to the next challenging stage in one slightly
battered piece.
As a relative newcomer to the world of interac-
tive entertainment, DreamWorks SKG has used its
extensive knowledge of the entertainment industry
and its unique access to the game's source material to
craft a potentially cool title. Not only do all the
The Lost World, an island paradise that is home to some of the
most dangerous creatures that ever roamed the planet.
MOMMY'S VERY ANGRY!
Tackling the game's earlier levels acts as a taster
for the final ground-shaking T-Rex stages. As
easily the most popular character in both films,
the T-Rex lives up to its reputation by providing
some of the game's more enjoyable and memo-
rable moments including the ability to munch
hapless humans, trash base camps and cause
plenty of damage to anything that's unfortunate
enough to get in this terrible titan's path.
dinosaurs move extremely fluidly, but they're all
based on the actual CC models created by the special
effects gods at Industrial Light & Magic. Likewise, the
Lost World's use of digital sound effects is breathtak-
ing, ranging from the atmospheric ambient noises of
the jungle to the Dolby Surround-pumping cry of the
fearsome T-Rex.
It's clear that every possible effort has been
made to simulate the believable environments
glimpsed in the movie and players will be hard
pushed to fault the game's overall presentation.
However, it's in the gameplay department that the
Lost World's inhabitants will encounter their greatest
challenge, facing off against such Saturn platform
stalwarts as Pandemonium and Bug Too! Hopefully,
Spielberg's creation will find favour with both movie
fans and Saturn owners alike thanks to its attention
to detail and sheer ferocity factor. For the full DNA
dino-test, check out the essential SEGA SATURN MAG-
AZINE review next month.
Collect hidden DNA strands to access hidden bonus artwork.
SEGA SATURN MAGAZINE 35
REGARDING SONIC R...
Dear SSM
Regarding Sonic R (issue 22): "Check out the amazing
reflective effects - PlayStation can't do this". Sorry SSM,
but that's bullshit. Sure, it looks great and I can hardly
wait for the title, but do you honestly believe that the PS
can't perform this effect? You're showing a real lack of
knowledge if you do. Vou also state in the same issue
during your Sonic Jam review that the graphics in the
Sonic World section easily rival those of Mario 64. Have
you seen Mario 64 in action? Don't get me wrong, I was
well impressed with Sonic Jam, but the graphics of
Mario 64 are in a different league entirely. The new 4MB
RAM cart could help to replicate some of the effects
seen in Mario 64. Come on Sega, pull your finger out!
And, more so, come on SSM... none of us want to see the
Saturn fade into obscurity, but you must be honest with
your readers. Statements like the aforementioned are
reserved for sad Amiga owners who can't come to
terms with the fact that their machine is dead.
Matt Belcher, West Midlands
j 4^. Clearly it is your knowledge on the subject
^^^ Matt, which is, to use the vernacular "bullshit".
Direct your attention to last month's interview with
Travellers Tales' Jon Burton, where he stated "the mist-
ing technique (where the backgrounds fade in to view)
would drop the frame rate to about 10 frames a second
or less on the PlayStation, the reflective water would be
VIRTUA11Y IMPOSSIBLE to achieve, and the Saturn has
better Gouraud shading giving much smoother light-
ing." As for your second point, we've all played Mario
64 to the point of boredom, which is why we feel confi-
dent in saying that Sonic World's engine is more than a
match for Mazza. If anything, Sonic World's environ-
ment is more densely populated and more detailed
than those of Mario 64, without the eye-bleedingly
blurry graphics. LEE
Maybe directly comparing Mario 64 to Sonic World is a
bit off, as the Sonic Team use a combination of zD and
3D to achieve their effect. But the overall affect is
extremely similar, minus (as Lee says) the crap mip-
mapping which always makes me think I'm completely
short-sighted. Oh, the 4MB RAM cart is exactly that:
extra memory. It WOULD NOT help replicate effects N64
does with hardware. RICH
PHIL HAS LEFT THE BUILDING!
Dear SSM
In issue 20 of your magazine you printed cheats for
Tomb Raider which you said were obtained from Core
Design. However, one evening I tried this cheat and like
everyone else who has ever tried it, couldn't get it to
work. So as I was badly needing some help on this ace
game, I decided to give Core a ring. I asked the man over
the phone how to perform the level select cheat, but to
my horror he told me that there were no cheats whatso-
ever for the Saturn version and that all the cheats print-
ed v.
,■ !.;!',■■
Please tell me who is right as I really need some help in
level seven of this game
John "Games Guru" Lowery, Northern Ireland
,*5, witn SSM's tipster Phil Dawson's recent "depar-
^^^ ture" from the EMAP building, it would be easy
to heap the blame on him. So... er, it was Phil's fault. No,
just kidding Phil. After repeated telephone conversa-
tion's with Tomb Raider's programmers, we were
informed of a level select cheat which was subsequently
printed in several editions of the mag. Of course, this
cheat turned out to be complete and utter rubbish, all
the while Eidos insisted it worked. In the end we reached
the conclusion that either the programmers were com-
pletely mad, but in a moment of clarity had created a
stunning videogame before reverting back to their
demented ways, or they deceived us. Either way, there's
no Saturn Tomb Raider level select cheat that we know
of. Besides, if you're such a games guru John, why
haven't you progressed past the seventh level of Tomb
Raider yet? LEE
UNHAPPY SATURN OWNER WRITES-.
Dear SSM
I am a Saturn owner but I am very unhappy. You see, I
think it's crap. Reasons? Well it is slow, it is very jerky and
its conversions are a pile of crap, the PlayStation ones are
mint. It can't handle a piece of crap it's that bad Quality
over quantity is poo. Just because it has no backers and
hardly any games, some sad Saturn owners have this tat-
tooed on their arse. Time Crisis is a mint game and
Saturn owners could not even dream of such a game on
their console.
So because of these reasons I think I should get the best
console in the world, the PlayStation.
Omran Shroufi, Sonyville
JLZ, We're prepared to concede that many Saturn con-
""^^ versions of PlayStation titles have not been up to
standard, which naturally reflects badly on the console.
Yet to assert that this is as a result of the Saturn being
"slow" and "very jerky" is ludicrous, as it is clear that
when competently programmed the Saturn can produce
visuals far in excess of anything achieved on the
PlayStation. As for your "it can't handle a piece of crap"
argument, would you care to explain the inferior
PlayStation versions of Duke Nukem 3D, Marvel Super
Heroes and Exhumed to name a few? They're hardly
what you may refer to as "mint", whereas the Saturn
versions are. And quality over quantity isn't poo. It puts
us in the desirable situation of being able to fill our
pages with some of the finest games of our time
(notably Duke, Quake, Sonic R, Marvel) rather than the
deluge of toss you'll find in the PS mags which nobody
of sound mind would even consider purchasing. As for
Time Crisis, Saturn owners don't need to dream of such
a game, as they've been playing the likes of Virtua Cop 1
and 2 for literally years now, whilst PS owners await
Namco's blatant rip-off. LEE
If you truly believe that "quality over quantity is poo", I
highly recommend that you do indeed buy your
PlayStation. The Saturn is a machine for hardcore
gamers who know the value of quality titles. I'm not
saying that the Sony machine is bereft of good games,
but what the Saturn does best, the PlayStation can't
match. Additionally I suggest looking up the won!
"mint" in your dictionary. RICH
QUAKE IS COMING!
Dear SSM
I just want to know what the big deal is about Quake.
Everyone who owns a Saturn is dead excited about its
release, but the truth is that it's been out for over a year
on the PC. Experienced gamers will know that Quake
comes into its prime when played as a two or more
player DeathMatches and co-operative games, at this
it's unbeatable. But as a single-player game, I'm with
the school that believes that Duke Nukem }D and Dark
Forces are better games. And since the Saturn has no
link-up mode, I think Saturn Quake isn't going to be as
brilliant and durable as everyone thinks it is going to be.
Consoles trying to imitate PC classics (Doom, Quake,
Duke etc) have got a lot to live up to.
Tom Elstob, Ipswich
pinra^i
j^— The point is Tom, that very few Saturn own-
■^^ ets have access to a PC, given the preposter-
ous amount of money they cost. So for many people,
the incredible Saturn conversion will be their first
opportunity to experience the mighty Quake, rea-
son enough to get very excited. Admittedly, it looks
increasingly unlikely that Lobotomy will include
any multiplayer options in their conversion, but
you're not seriously suggesting that Quake is redun-
dant as a one-player game, are you Tom? Besides,
the only school that we know of that believes Dark
Forces is a better one-player game than Quake is the
special needs school. LEE
1 agree that Quake may lose something with-
out DeathMatch, but it's still an amazing game.
What are you saying - that without DM, there's no
point at all converting it? Hmmm. Consoles trying
to imitate PC classics have got a lot to live up to, I
agree. That's why Saturn Duke Nukem is so ace! And
[ should know having played it, as opposed to you,
who hasn't. RICH
BOOK WINNER
SEGA IS THE FUTURE
OF GREAT GAMING
Dear SSM
With all the negativity being |
pushed in certain circles j
regarding Sega's wonderful
Saturn console, I thought I'd
better redress things a bit with a few important
points on the other side.
i. The Saturn is the cheapest, most accessible
machine ever seen on the planet with that amount
of processing power. At £99, it is £30 cheaper than
the PlayStation and £50 cheaper than an N64.
2. The Saturn comes with internal memory, so
you are not ripped off as with the other consoles
by having to buy a £20 memory card to play
most games.
3. The Saturn has the best 3D fighting games on
any system bar none, in Fighters MegaMix and
Virtua Fighter 2.
4. The Saturn has a range and depth of games that
the N64 will probably never achieve.
5. The Saturn has far more RAM than the
PlayStation, enabling faster loading times and the
coding of vast games like Quake, which it seems
the PS cannot handle.
6. The Saturn has expandable memory capabilities
with the new RAM cart, allowing for even better
quality gaming.
7. Unlike a certain other console I could mention,
the Saturn hasn't been plagued with unreliability
problems and disc skipping.
8. The Saturn has brilliant and exclusive range of
arcade games and exclusive RPCs such as Dragon
Force, Shining the Holy Ark and Grandia.
9. Finally, go to any major arcade to look at the
future of console gaming. Look at the cutting-edge
games which everyone is playing. You'll see that
most of them are made by Sega. Not bylohnny-
come-lately companies entering the console field to
make a fast buck. You will look in vain for Sony, or
even Nintendo. Sega is the future of great gaming.
James Grant, Yorkshire
Well that's just as well really, isn't it? RICH
WHAT HAPPENED TO JONAH?
Dear SSM
Why did you print Jonah Lomu Rugby in the Out Now
section of Issue #22? I have had one source now say the
release date is October, whereas most suppliers still
have no release d3te!
I nowtake no interest in your release dates, so please
don't print them until you have it in black and white.
Sod this mate, I'm off to buy a PlayStation.
Mark Ward, From a fax machine somewhere...
AS, The release dates printed in this fine publica-
'-^^ tion are accurate at the time of going to press.
On occasion these change due to circumstances beyond
our control, as in the case of Jonah Lomu Rugby.
Codemasters have held the Saturn version back with
the intention of having a simultaneous release with
the PC version of the game, coinciding with the start of
the new rugby season. This means all things going to
plan, the Saturn version of Jonah Lomu Rugby should
be in the shops by the time you read this, which you
could have discovered some time ago by simple tele-
phoning Codemasters yourself. LEE
Our release dates come straight from the companies
involved and they're passed straight on - excuse us if
our crystal ball is a bit murky but we're doing the best
we can. Out Now is written six weeks before the mag
actually comes out, so again we have to rely on outside
info. Unless you want "Out Last Month" instead. RICH
ANOTHER SATISFIED CUSTOMER
Dear SSM
What is wrong with some of your readers? Everywhere
I look some idiot or another is slagging off your mag
and moaning about demo discs. And another thing,
why have some of your readership fallen in love with
that puerile trash known as Saturn Power? Don't these
mugs realise they're being taken for a ride? They are
handing over £5.00 for a poorly written, badly laid out,
amateurish "fanzine" which annoyingly rounds off the
corners ofits screen shots, and churns out increasingly
poor "demo" discs. I suppose the first disc was okay.
Granted, all the playable demos were already on sale,
but let's not be pedantic, eh? The second was a tragedy
though, a rolling demo of Hardcore 4x4 and two of the
jerkiest, most unplayable games ever in Actua Soccer
Club Edition and Reloaded. Well, we all know the story
of the third disc. Can they seriously expect people to
hand over a fiver to listen to game music?
Well I for one think you're doing an excellent job. Your
reviews are never biased, the layout is superb and
although your discs aren't monthly, they're ACE!
Craig Ward, Lines
Jf£, Thanks Craig - and hey 38,941 other readers
^^^ can't be wrong, can they? The only problem is,
it's only the ones with complaints or queries who tend
to write in, damn them, making for a pretty miserable
letters page. As for our discs, hopefully they should be
more frequent over the coming months... LEE
From now on, could all you lot direct your criti-
cisms of Saturn Power straight to them please? The war
of words between the two mags is getting a bit ridiculous
really especially as now they want to make it more... per-
sonal. Not that 1 really care -the success of a mag is down
to sales - SP's "estimated" ABC sales figure is 22,000. Ours
is over 16,000 stronger - which suggests that many more
people prefer SSM's approach to covering Saturn games.
And while their CDs have apparently dried up, we're
going to INCREASE our disc activities. Trust si
who knows: the best is yet to be.. RICH
Briefly...
Dear SSM
He he he he ha ha ha ha haaa... I am quite mad.
A disturbed person, Lancashire
* J-. Indeed. LEE
-^^ I have no idea why Lee has entered this
letter for inclusion in the mag. Don't waste your
effort and money (and our time) on such insolent
buffoonery again. RICH
Dear SSM
I am having a few doubts about Sonic R. The
graphics look stunning, but what about the
payability? After reading the showcase in issue
#22, it appears you run around five tracks trying
to beat four opponents. A bit boring methinks. it
sounds a bit like the bonus stage from Sonic 2
with nice graphics. If this is part two of Project
Sonic, is it worth the wait?
Ronny Dobbs, Middlesbrough
j- Clearly you didn't read the showcase
"-^^ carefully enough Ronny, otherwise
you would have discovered that Sonic R is
much more than a straightforward racing
game. There's a vast exploration element not
seen in other racers, hidden routes to discov-
er, rings to collect, power-ups to locate, a myr-
iad of secrets and loads more cool stuff. Put
simply, it's a breathtaking game and most
definitely worth the wait. LEE
As Lee says, read the feature properly before
moaning. Sonic R has the potential to out-
quaff Mario Kart 64 in terms of visuals and
gameplay, such is its powerl Hopefully your
doubts will evaporate when you play the
EXCLUSIVE demo coming soon to SSM! RICH
Dear SSM
i'd just like to say that your coverage of the recent
Sonic Jam was excellent, which led me to pur-
chase a copy of the game the very same day it
came out and it more than lived up to my high
expectations. In fact, I liked it so much, I was
wondering what the chances were of Sega
releasing a Sonic Jam Volume Two, featuring the
remaining Sonic titles from the massive back cat-
alogue (Sonic Drift, Chaotix etc). I know the
graphics are a bit rubbish, but it's like you always
say, it's the gameplay that matters most.
Mike Spencer, Hartlepool
jflt The whole point of Sonic lam was to rein-
■^^ troduce Sonic to those who missed out on
the phenomenon first time around and build
anticipation for the awesome Sonic R. With that
goal achieved, there really is little point in releas-
ing a volume two, especially considering the
other Sonic games you mention never really had
the same impact as those featured on Sonic Jam.
A shame, really. LEE
The other really cool thing about Sonic Jam is
that the four games included were actually coded
by the Sonic Team (as opposed to the others) and
were by far the best Sonic games you could get.
Did you actually play Sonic Drift (shudder)? RICH
Questions. So many questions. And answers. That's what we (we being
Editor Rich Leadbetter and Sega Overfiend, Mark Maslowicz) have for you. So
send them in to I AM HONESTLY INTERESTING Q+A, SEGA SATURN MAGAZINE,
37-39 Millharbour, London E14 9TZ. Or email them to ssm.qa@ecm.emap.com.
Oh and Paul Gibbs: Batman and Superman aren't Marvel characters so they
aren't likely to appear in any Capcom Marvel game. We're getting a lot of
Marvel wishlists/ comments actually - send 'em in to Virtua Writer, not Q+A!
THE £15.00 VF2 MAN!
Dear SSM
I have a few questions that me and my army of headless
chickens have to ask you and your magazine.
i. Will Touring Car retain its glorious hi-res graphics?
i. I've noticed that since you started from your first demo
disc, it's been three issues then a demo discs. Coincidence
or set routine?
3. Was VF2 for £15 a decent buy?
4. Will Last Bronx truly surpass VFz?
5. Will there be a sequel to Sega Rally?
6. What will happen after VF3?
Joe McCoy, Glossop
M^, 1. Nope, but it still looks cool. 2. We produce
•^^ discs as we get them. There is no set routine.
3. Oh yes sir! 4. Nope, apart from graphically. 5. It's a
good possibility. 6. VF4, presumably. By the way you
should have said "my headless chickens and 1".
THE MOST BIZARRE SONIC QUESTION EVER
Dear SSM
1. Is Saturn Quake or Saturn Duke Nukem 3D going to be
any different to the PC versions?
2. Is Quake only going to be converted onto the Saturn
and N64?
3. When is Croc coming out on the Saturn and is it
any good?
4. Is there going to be an Exhumed 2?
5. Has Heart of Darkness been canned on all formats?
6. Is Sega's light gun game. The Lost World, coming out
on the Saturn?
7. Is there going to be another Sonic compilation with all
the Game Gear Sonics on it?
Someone, Somewhere
A*, 1. Yes they will be different. Look at the
~^^ reviews and showcases of both games for
details, a. It may now appear on PlayStation (and you
won't believe who's doing it on spec for GT) but not
until summer next year at the earliest. 3. Croc's out in
November. As to whether it's any good, I'd say yes ■
but read the review this issue for the whole story. 4.
Unfortunately only on PlayStation. 5. The developers
are still doing it, believe it or not, despite Virgin hav-
ing canned it so it might appear via someone else. 6,
There are no plans at this time. 7. Er, why bother?
PERPUXIHG FV/ VF2/ FMM CONUNDRA
Dear SSM
This is the first time I've wrote to your awesome mag so
can you experts answer my questions?
j. When Daytona USA first came to the Saturn, it had an
extra Saturn Mode option Will the same happen to Sega
Touring Car?
2. Do you think it would be better to buy Fighters
MegaMix rather than getting VF2 and Fighting Vipers?
3 Could you please give me about two to four games 1
could purchase after Christmas '97?
4. Will Need for Speed 2 come out on the Saturn because I
think the first one is wicked.
Brett Turner, Nottingham
^r 1. You betcha. Look at this issue's showcase for
~^^ detailage. 2. Hmmm. No. You really need to
own FMM and VFz as opposed to FMM and FV, which
are too similar. 3. Why not just get Duke Nukem 3D,
Resident Evil, Sonic R and Touring Car - all of which
will be out before (and indeed after) Christmas. 4.
There are no plans at the moment.
Q+A GOING DUTCH SHOCKER
Dear SSM
Please answer my letter as 1 wrote to six different games
mags so I hope the seventh time is going to be lucky. Now
on with the questions.
1. 1 collect another mag called CVG (Vou must have heard
of them (Who) - Rich)) and on one of the pages that had
Capcom games all over it there were games like Marvel vs
Street Fighter and Pocket Fighter. Are they coming to the
Sega Saturn?
2. When will X-Men vs Street Fighter be coming out on
the Saturn? Possibly in the first quarter of '98?
3. Do Sonic Team have any plans for a full 3D Sonic game
like Mario 64?
Ben Duerden, Holland
_^^ 1. Marvel vs Street Fighter is definite. Pocket
~^~^ Fighter is highly likely. 2. It all depends on a)
whether Virgin want to release it and b) whether Sega
will release the 4MB RAM cart. It's not out of the ques-
tion but Sega don't seem keen at the moment. SHAME
ON THEM! 3. The Sonic Team have MANY plans!
GO FOR SWITCHES OVER CARTS YOUNG HAN!
Dear SSM
I am a fan of Capcom beat 'em upsand other bizarre
Japanese games which you often showcase in your top
class mag. Please answer my import gaming questions.
1. 1 have seen ads for a peripheral that allows you to play
import games on a UK Saturn. Is this the only way?
2. Would this interfere with a RAM cart if I had one?
3. Would an import HAM cart work on a UK machine?
4. Will CyberBots or Silhouette Mirage ever get a UK
release? This would save me a lot of hassle.
5. Imports aside, X-Men is cool and I've no doubts that
MSH is also superb. Will we ever see any DC licensed
games? I would love a game of Superman vs Doomsday.
Andy, Broadstairs
>r 1. Nope. The best way is to have country code
w^ and NTSC7 PA1 switches added to youi Saturn.
That way you get a full-speed, full-screen display
which you DON'T get with the peripheral you men-
tion. To be honest, this is the ONLY way that an offi-
cial UK Saturn owner will get to play the likes of
Maivel Super Heroes and Street Fighter Alpha 2 the
way they were intended to be played. The upshot of it
is that your warranty will be made void (if your
machine is less than a year old), but to be honest, if
you're that serious about 2D games like Capcom's, it's
the only way to go. 2. It certainly would. Get the
switches. 3. Indeed. 4. CyberBots, no. Silhouette
Mirage - you've got to convince Sega, who aren't keen.
5. No plans yet. If Capcom did a Marvel vs DC fighting
game (or J LA vs Avengers), 1 would be most happy
indeed. This Marvel vs Street Fighter nonsense makes
for great gaming, but let's face facts: none of the SFers
would stand a chance against superhuman opposi-
tion. I defy any Capcom fan to challenge this argu-
ment in the pages of Virtua Writer!
J Aha - this little section is
where we answer the most
frequently asked questions. FAQ. Geddit?
l. Is Fighting Force coming out in the UK?
^ BE Well apparently it is now. We have it on
^^^ good authority that if Sega won't license it
for release, Eidos will get around to doing it them-
selves. Development continues regardless.
Is House of the Dead c<
g to Saturn
j^_ Sega are continuing to bring their arcade
-^^ produce across from Model 2 to Saturn and
House of the Dead is extremely likely to appear.
II there be a Saturn
„^K The machine is in the preliminary stages
~^^ of development. It's unlikely to be called
Saturn 2 (or BlackBelt) and it's unlikely to be out
for a long time. However, we guarantee that it
will be OBSCENELY powerful. Forget PCs,
definitely forget N64 - Sega's new machine will
be incredible.
38 SEGA SATURN MAGAZINE
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*
SHOWCASE
n 3D? If I was only going to buy
,1,, „,, (he two games, which should I get? How is the game affected
iou iM.ii ulg jmuiu |«iuui is without muJtiplayei capabilities? They're all really good questions
ping with this technology is and you'll find the answers to them f
never designed to do this and sively next issue. If all of Lobotomy's plans come together. Quake
job, Saturn is performing the should be a revelation!
SHOWCASE
The lighting effect seen when using the powerful Thunderbolt i
ags and ogres tend (a populate the
iETTTimnwi
«#r
M—
MmmMMMm
QUAKE: THE MONSTERS!
gi
; is the sheer size of the levels. Quake's designer:
have had a field day constructing enormous stages packed with
of the original
marine is easy to gun down,
in Quake. At close-range leaps (so they can jump platforms and get gift of flight,
tough... but not too tough.
with swords to take you
range, but only the Hell Knight has t
magic spells necessary to attack from
i. The basic knight is pretty easy I
ows they leap out at you and
around the level after you. When they're ity to Ore homing mines at you. Very cun- A
cluse they explode. BAM! You're dead. Or ning footwork is required to shake those the Necropolis level. Grab 1
SHOWCASE
■HHRI
jjWffiWMHM^^m
QUAKE: THE WEAPONS
Four is pretty spect
ually. The shadows are
SHOWCASE
ARTIFACTS OF POWER!
■
ARTIFACT #2: RING OF SHADOWS ARTIFACT #3: BIO-SUIT
This turns you invisible, with only The world of Quake is full of toxic
. Every shell, nail creature sees you before you
jr rocket you fire has its
a blood hath of you. Look at the cool transparent
oding blue blobs which can secret levels too - typically one per Episode,
of these stages were particularly i
ide of this Episode is its sheer beauty. Decked out in low gravity activities in Ziggurat '
p shadows and awesome architecture, this is REALLY what Software
Quake is all about and the fact that the Saturn is handling it at all
5 machine plus Lobotomy s —
THE SECRET STUFF
jB^il»Sil
ine better
; than a little intiigi
with. Patience, young man...
Some secrets are found by shooting odd-look- Shooting the planet causes i lift to rise, taking you Go through the door and enter the hidden arm.
' sample, check up onto the ledge. It also opens a door with another Inside is a brilliant Quad Damage power-up. How
it... planet symbol on it. Blam! Ana... enrions eh? plow throngh the enemies!
A bit of a cunning one, this secret. A strange This opens ;
symbol is found at the top of a very tall room. ing lift
rnrarcmi
V#<W
QetjvWPlNc.
So... Du'
.3D. 97%. The best.
m
.eath Tank - the best multitap game
clear that pnognammens Lobotomy are
time for a full-on EXCLUSIVE inquisition
overall product (phi-
the only console Di
4^1
"Mi
Plflfll^lll
gpa
game? Piesumably you've !
LOBOTOMY The N64 . ...
isn't Duke Nukem 3D. it's "Duke N64" watered down with
— SDishipar- 1- "-'
mm
■1
mm*
i
Ma
two projects went their separa'
.ys. The polygonal enemies ;
, as are the polygo-
*'' v .
-
md sound guy did a very good
INTERVIEW
the detail in the levels while
ing frame rate. With the
ve hired some Softimage
2 them look correct. We think the
: look great, and in some cases look better than
: versions. For the levels, Paul Knutzen rebuilt . ... .
. This took
quite a while to do, but the end result looks great, and just as
importantly, plays great too.
sion of Ouake in oui possession rhei
e difficulty level. Will all three appear? If not, i:
LOBOTOMY At this point we do not i
multiple difficulty
primary issue is
IINTERVIE E^a
H '*-L S ^M * ■ fS^^k 1
an after hours and lunch hour only
event. Everyday you can hear
other during these games.
SSM Who's the best Death Tank
LOBOTOMY One of the beautiful
things about Death Tank is that
once the initial learning curve is
conquered, the game becomes very
different winner each day because
we are all fairly equal in skill.
INTERVIEW
■thing before deploying thus
m
i
aa j waa a
*fc£u
ISM And finally, have yon got a
smoothly as the Saturn original a
is changed. Wh
wmmm
Death Tank
I he most incredible thing is, this game is free. It was
a present for being clever enough to locate all of the
team dolls in the American and Japanese versions of
I Exhumed, but as the PAl version was released first,
Lobotomy didn't have time to include Death Tank in the OK
release. But don't worry, when you buy yourself a copy of Saturn
Duke Nukem you find the full six-player version of Death Tank
hidden away on the disc!
HOW DO I FIND IT THEN?
Death Tank will appear as an option when you complete Duke
Nukem, but there's a catch - the game takes a look at your
Saturn's memory to see if there are any saved positions for either
Exhumed or Quake (Lobotomy's two other Saturn games), and if
there are, Death Tank is then selectable! That's the only way to
access it we're afraid to say, which is probably one of the cheeki-
est (and best) ways for Lobotomy to promote their other games.
So, assuming that Exhumed is already in your games collection,
six -player action is go!
SEVEN PLAYERS? ALL AT THE SAME TIME?
Joypads! We need more joypads! Even our dodgy analogue pad
that doesn't work properly was in demand, as Death Tank
fever ripped through the office. The rules are simple - even a
small child could swiftly become a military expert - games
take place over five, ten or 15 individual rounds, the left and
right shift buttons trundle tanks across the screen, the D-
These pics are from original
Death Tank... the version with
Duke Nukem is the enhanced
Death Tank Zwel with seven-
player action!
That enormous great cloud is the last remnants of ao enormous Nuke fired by
the red tank. Death Tank is the BEST multitap game you can buy!
moves the targeting arrow, the A button fires and the B and C
buttons toggle between weapons, while the X, ¥ and Z buttons
fire some of the more advanced weaponry. All of the weapons
leave a vapour trail in the air showing their trajectory, so
players need to quickly adjust the length and angle of the
target arrow to hit their opponents, with about four hits
needed to destroy a tank. Sounds simple eh? Well it is, until
you start to play around with the weapons...
THE WEAPONS?
Everybody has a standard canon with unlimited
ammo, and players are given cash bonuses for
winning and destroying opponents ■ cash which
can then be spent in the between level shop on no
less than 12 different weapons! Icons are displayed
at the top of the screen to show which weapon is
selected during the game - Nukes and Rolling Mines
are the favoured choices here at SSM, but some of
the more exotic hardware like the MIRV, Air Strike
and the Death's Head are well worth checking out.
Experimentation is the key to victory. Oh... look out
for the shining objects hidden in the landscape -
collect them for hidden weapons!
ANYTHING ELSE WE SHOULD KNOW?
Loads. Watch out for some aeroplanes that random-
ly appear at the start of a round - they drop little
parachutes that carry extra credits to be spent on
weapons. There's also another random feature as
well - the awesome Blitz round! Usually it takes a
few seconds for your tank to reload and fire
another shot, but when a blitz round randomly pops up, tanks The screen above is the
can fire their standard canons constantly, which makes for the weapons shop which appears
most frantic and intense battle imaginable! at the end of each round.
The scenery is important as well - tanks are dropped in
random positions at the start, and a lucky start
point helps a great deal, although expert players
make their own luck by using the Hover Coils and
Jump Jets and flying to a better position! Oh and
as you can see from the pics, the landscape takes
a hammering from the weapons as well - Nukes
leave massive craters, and Air Strikes level most
of the screen!
Death Tank is basically one of the finest multi-
player games ever created, and Lobotomy are
giving it away! It's an outrage!
SEGA SATURN MAGAZINE 51
jJj 1 ?^ ifJ^-WT-
Marvel Super Villains!
acter - providing you have a
big store of Infinity Gems!
Otherwise, go for
^flame. Marvel Super Herpesjust can't be
. eatonOLflilntion to Ten aweMme tinnfmrf characters, at
leasf iRKt more can tie added toyonp tpuno rosier.
Ready yourself for Doctor Doom, ilianos ana Anitaf
□
kay... here we go with the epoch-making "boss codes"
for Marvel Super Heroes' two end-game characters:
Doctor Doom and Thanos! Oh and Anita from
DarkStalkers too! These guys are seriously powerful -
Doom confrontation is frankly astounding. We kid
Although she has no ending,
Anita's character artwork i
52 SEGA SATURN MAGAZINE
with bosses! This saves a lot of fiddling al
you not!
There's just one thing you need to do before you start with
these codes ■ and that is simply to complete the game with default
option settings. That means you power-up Marvel Super Heroes,
make sure the difficulty is set to four stars then instantly go back to
Arcade Mode and get playing! Complete the game with one credit
and the path is open for you to "be" Doom or Thanos. Additionally,
once you have "been" them, use the back-up option to save off your
game data. This allows you to "be" them again without having to go
through the above hassle. Additionally, once you've done this, you
can then access Doom and Thanos on the shortcut screen, meaning
that no boss code is required thereafter!
SHOWCASED
'1 really beat a victory
pose like this, can you?
DOCTOR DOOM
Born to a gypsy father and sorceress mother,
Doom's life was rent asunder when his father was
murdered by a Latverian baron (his mother having
died in a satanic ritual years earlier). Realising that
POWER was the key to imposing his will on the
world, Doom became the master of both science
and sorcery. Adopting his trademark mask visage
after a horrible accident, Doctor Doom was born.
A D °<
an^Ha whi
M \ hob
There has always been the implication in the comics that
Doom's armour is more powerful than Iron Man's, and here's
where you get that confirmed. In Marvel Super Heroes, Doom's
range of weaponry and combination attacks is frankly fright-
ening. In human hands, MSH Doom can easily take down
everyone else - even Thanos.
TO ACCESS DOOM: Once you've completed the game, go to
character select and press DOWN, DOWN, A, B, C then press and
hold any attack button. The code needs to be entered quickly.
Thanos's "super for every
gem" in effect right here.
THANOS
This guy is just plain mad. There's no escaping
the fact. He's cheated death and indeed fell in
love with her and now intends to curry favour
with her by annihilating every lifeform in the
verse. He's already wiped out half of the cosmos - hence
the super hero assault on his person. When you actual-
ly ARE Thanos you can choose one of two different end-
ings: the universal domination ending or alternatively something
else... As a character, Thanos is absurdly powerful, as you might
imagine. However, whereas Doctor Doom's special moves make
him all-powerful, Thanos sticks to his Infinity Attacks. Every gem
he uses produces a different, incredibly Infinity Attack...
TO ACCESS THANOS: Once you've completed the game, go to
the character select screen and press UP, UP, X, Y, 2 then press and
hold any attack burton. Enter the code very quickly!
74 hits! We've managed to get
98 with Anita's incredible
Super move!
ANITA
Say hello to the most bizarre character you've ever seen in any
Capcom Marvel game. These titles specialise in enormous sprites,
so when you first clap eyes on Anita you're likely to be quite sur-
prised - she's absolutely tiny!
Anita has the power to summon forth demons in her attacks
(which basically boil down to Dragon Punch and reverse Dragon
moves with the punch button) ■ one of which is Gouki himself! Not
bad eh?
What's really cool about Anita is her devastating combination
potential. Like Gouki, just about any attack can be instantly
chained into another! He doesn't attack physically. Instead she just
directs her demons or moves her floating sword about! Anita's
Infinity Move is frankly senses-shattering... we've achieved a
record 98 hits with it!
TO ACCESS ANITA: Once you've completed the game, go to the
character select screen and press UP, RIGHT, DOWN, LEFT, UP, RIGHT,
DOWN, LEFT then hold down UP. Now press, X, X and Y together,
then X, Y and Z together! Awesomel
SEGA SATURN MAGAZINE 53
'HiMYWiWI
"Itey're
...TOUR
great start!"
lejasjape on m leaps anl
WKsmr.
at s new.
In creating Sega Touring Car Championship, AM
Annex have succeeded where others have failed ■
by making touring car motor sport look exciting.
It's not you see. It is in fact a sport dominated by
Formula One down-and-outs and wannabe boy racers, dri-
ving boring production vehicles around dull country cir-
cuits at a pretty modest rate of knots. Yawn. If that'
what you want from a video game based on the ser
Codemasters have just the thing wending its
merry way to the PlayStation soon. However, if
it's full-on, in yer face, high-speed thrills 'n'
spills you're after, the likes of which you'd never
get from an official license, Sega Touring Car
Championship has the lot. It's as simple as that.
d since we
jampionsnip,
spac nejne
^SHOWCASE
. even in the
comDlex Brick
e'll have more on this awesome title next month, as well a
SPLIT-SCREEN TWO-PLAYER MODE IS IN!
The staple split-screen two-player mode is now firmly en.,
in the very latest version of Touring Car, being more than s
sis
jgjHBHS
increasing the speed of the
layer battle, given that one
tching up the track better, making for easier c
: grippy hai
ai suspension is adjustable, affe{
;en includ- how springy the vehicle is. Only, it's not a good idea li
SHOWCASE
r is the only tricky part of the Country Ci
SHOWCASE
i-.s^±i
W v ^f™? { \
■ LQP TimF
\ 1 0O'22 r 223
k^ ittai^a' 1
1 high-speed i
ing to lift off the
Lth players rarely need- L^. 2*
<j. The race begins with
ght, providing players j
SHOWCASE
SHOWCASE
LOP TIRE
I 0C341852
prawn
COURSE RECORD
(nri79
The waiting is almost over. By the time you read this, the official UK version of AM3's fast
Bronx should be in the shops and take it from us, this game is incredible! So on with this month's indis-
pensable Last Bronx guide, detailing all the moves for the final four characters along with a brief look at
the complex plot synopsis for each. This concludes SEGA SATURN MAGAZINE'S awesome Last Bronx coverage.
Game Alias: JOE
Name: Joe Inagai
Weapon: Nunchaku
",ge: 23
Height: 179 cm
Weight: 76 kg
Gang: Shinjuku MAD {Riders Team)
Stage: Dark Rooftop
As the former second in command of the leg-
endary Soul Crew posse, Joe is a cool character,
spiritual-minded and charismatic, naturally
inspiring confidence and loyalty amongst his
many followers. However, as events transpired
following the sudden and untimely
death of the Soul Crew's leader,
Joe decided to quit the group.
He went on to form the
Shinjuku Mad gang,
consisting mainly of
like-minded riders.
Joe is a very power-
ful fighter, who wields
Nunchuku in his right hand
whilst delivering powerful
uppercut blows and devas-
tating karate chops with
his left. He's a particu-
larly tough character
lanages to get
inside his opponent's gu;
with some devastating
r s and body attacks at
his disposal.
Game Alias: LISA
Name: Lisa Kusanami
Weapon: Double Stick
Age: 17
Height; 159 cm
Weight: 45 kg
Gang: Orchids (Band Team)
STAGE: Moonlight Garden
Lisa has been trained bythesamesensei who
taught fellow Last Bronxer Tommy. Whilst his train-
ing methods are at times harsh, the old
too gentle on Lisa, allowing her to become a
spoiled high school
prima donna. Lisa moth
er ran off when she was
her to take out her frustrati
drum kit. In battle, Lisa arms herself
with a set of Double Sticks, being
deceptively powerful and
extremely fast, allowing for
some incredible multiple-hit
combinations attacks.
: boys, AM3 i
fighter roster. Modelling an ii
skin-light top, her I
* regular feature of the game.
SHOWCASE
Game Alias: NAGI
Name: Nagi Hojyo
Weapon: Sai
Age: 23
Height: 167.5 cm
Weight: 52 kg
Gang: Dogma (Ladies Team)
Stage: Tears Bridge
Adhering to "burn your bra" feminist ideals, Nagi
is the leader of the no- boys-allowed tribe of
Amazon warriors. Dogma. Noted for their ferocity
in battle and chilling unapproach ability, the
Dogma posse are feared by their rival factions.
Being the only daughter of a powerful leader of
commerce, Nagi has always been treated like a
princess, explaining the sadistic and
hysteric streaks which run
through her character. In fact
she's often referred to as the
Dangerous Queen and
even the strongest of
men feel weak at the
knees at the
prospect of
having to face her wrath.
In battle, Nagi uses a
pair of Sais to deadly effect,
with close-up stabbing and
parrying movements. In
addition, her shapely long
legs allow for some awe-
some kick combinations and
add considerably to her effective
combat range. Also worth a men
tion are Nagi's lesbian tenden-
cies which she exhibits towards
the boyish Voko. Not that we mir
;. as long as we can watch.
•ALU
TffrlePiMch&DodJieKicK
Twist Shot
Crescent Cutter
Crescent Shooting Star
Thrust Punch & Swing
Mddte Thrust Punch
■Ml Thrust Punch 1
Double liddteSlash&Kick
(CROUCH) Leg Hugging Throw
Knock Turn Ground
iBBi
*n> aejBoi'jraini
mwTHjic rn jm
Game Alias: ZAIMOKU
Name; Zaimoku Saburou
Weapon: Hammer
Age: 26
Height: 183 cm
Weight: 102 Kg
Gang: Katsushika Dumpstets
(Ex-Military Team)
Stage: Nightmare Island
H piiwh
P
■ Stranglt Throw
P-KJ
■ Punch & Km*
PR
■ Crane Throw
oop-nt ;
|fflfl Double Punch
PP
■ Bui Punch
A OOOP-Ht
J TriplePunch
PPP
HtoBomb
t><Wt>OP+K
IS Smash Hammer
e>p
1 Bran Buster Special (Wall
CxCjO^CP*
H RawHamnwr
OPP
| (CROUCH) Strangle Throw
j OP+fi j
?. H CmuchPunch
OP <■ 1
J SwmSUppercut
OOP
■ Head Crasher
OP
SHOWCASE
^
TtU-1
^^
■ is easy to drive, but quite slow.
Qacr-
♦.«*
New. things! Just four
it.
•Hi
SHOWCASE
Robolnik's havering skills should help li
track, bul will Amy's c
iSHOWCASE
3k
C 1:25.03 INSPECT THE GADGETS
— ^^. I a*.i. 1 "-ere'sstilljustthel
ield that st
king when they run
rbo-charge the racei:
racts rings to the
. ^.^.y ring along the
AMY
Driving her groovy red
car, Amy is definitely the
coolest racei in Sonic R.
When her car crosses
some water the wheels
fold up, and a propeller
pops out of the back to
chum up the water,
turning the cool little car
into a cool little speed-
boat! Pressing the A but-
ton makes her wheelie
the car onto it's back
wheels ■ essential for
climbing rough terrain
and malting some
sneaky turbo starts. Amy
accelerates quickly but
has a lamentable top
speed - definitely the
character for beginners.
£>
'^/
ROBOTNIK
Robotnik's hover-car easi-
ly makes him the most
controllable member of
the gang - shame he's so
damn slow! He does have
a trick up his sleeve
though, as pressing the A
button shoots bombs out
at his opposition - typical-
ly nasty Robotnik tactics.
Because he hovers around
the tracks, Robotnik has
no problems with water
and rough terrain, which
gives him some intrigu-
ing possibilities when it
comes to taking
short-cuts...
SEGA SATURN MAGAZINE 69
SHOWCASE
TAILS
Anyone who's familial
with the Sonic games
will know Tails' special
tactic ■ he can fly!
Pressing jump and then
jump again, he spins
his two tails and heli-
copters his way over
obstacles and tricky
sections of the track,
making him a great
choice if you want to
cheat! By pressing
Down on the pad, Tails
can employ the same
trick as Sonic and
Knuckles, and roll him-
self into a ball to gain
extra speed by rolling
down steep hills!
KNUCKLES
Another character with
flying skills, Knuckles
can leap off high
ramps and glide back
down to earth, which
as you can guess is
ideal for bypassing
treacherous sections of
track. Just like Tails
and Sonic, Knuckles
sinks when he falls
into the water, which
slows him down a fair
bit, so his gliding skills
come in dead handy
for avoiding the water.
They also give us some
great aerial views of
the stunning scenery!
to keep the fire shield. Interestingly enough, Robotnik and Amy
don't have any power-ups or shields available in this
which makes i
iif'i V uYliiiiiU
into the track surface that gives the i
:ed when they run over it, but this turbo-charge is only given
in exchange for a few of those valuable rings - the more rings
you have, the further you get blasted down the track!
WHAT'S LEFT TO BE DONE?
i build thee
ning beautifully with no
see the mythical Chaos track (r
k along the trick, as Tails flies past Robotnik and into
70 SEGA SATURN MAGAZINE
SHOWCASE
CRACK TRACKS BY RICHARD JACOUES! SSSSi
RJNotentirely.lv
Sega Europe's crack musician Richard Jacques is the man responsible for the excellent music and and did the progr;
effects that feature in Sonic R, so we thought we'd interrupt his Rock 'n' Roll lifestyle to ask him a few Digital studio, th
questions about the tunes in the game. half of August v
with this project begin?
RJ I visited Sega Japan in Marcl
king on the project in May,
mg called "Super Sonic Racing"
which was used in the E3 demo.
told me that he really liked it, and
the game could have vocals.
RJ Indeed. It was probably the
hardest project 1 have worked on. 1
also one t
CD in its c
make sure
nat worked as a music
wn right. 1 wanted to
the lyrics made sense,
RJ Basically yes. With a couple of
1 days, then spent
tier seven days mixing and pro-
SSM Who t> the singer on the
RJ The music is finished, and
I'm just working on t
TJ effects for the game.
oice SSM Do Sega have any plant to
h is release this soundtra- '
d RJ Yes indeed- Right r
h talking to rec '
looking into'
about the project, and I
SSM Who w
uplifting lyrics that feature on the
choose and turn c
they prefer. The d
be with vocals. I hope it will
the player to hear the songs fo
1 times, then they can choose
_ irthat
; else this year?
kedon WWS'98,
ilping with the cor
a well deserved holiday,
shirts off and dancing on the tablet
in the office... thanks Rich, enjoy
your hols!
GElS
— ■PTP^W^ S . WR ~~ l F Wm m X*
3*riwm
| SEGA
irtn^H i £tba
ktmr^B | FOOTV SIM
1 <-2
| H/a
I know what you're
thinking. Another soccer
game hastily cobbled
together to cash-in on
the euphoria surrounding
the kick-off of the '98
football season. WRONG.
This is Sega Worldwide
Soccer '98, contender for
best footy game ever!
Worldwide
Soccer '98
ootball, they say, is a funny old game.
Yeah tight. Try telling that to Moldova,
whom at the time of writing have just got
their collective arses kicked all over
Wembley. And what about poor Alan Shearer hobbling
around on crutches, do you think he's laughing? Or
Bruce Grobbelaar and Hans Segers, battling to over-
come match-rigging allegations, do you think they con-
sider football to be funny? Exactly, it's not funny at all.
In fact, it's deadly serious. As are we when we point
out that for serious football fans, there's only one footy
game you need in your collection - Sega Worldwide
Soccer '98. Allow me to explain.
Last year's Worldwide Soccer '97 came in for a bit
of stick upon its release, despite being the most ram-
pantly playable football game ever. Lack of Premiership
team and player listings, ridiculous goalkeeper Al and
repetitive commentary were enough to send droves of
Saturn owners into the arms of FIFA '97, despite our
heartfelt pleas to the contrary. The sequel arrives with
the promise of rectifying these shortcomings, but the
question remains, does it deliver? Well, the answer is
yes and no.
A The graphics an this game are just untouchable
72 SEGA SATURN MAGAZINE
REVIEWED
I
Certainly the same
attributes which con-
tributed to the success of
last year's game are pre-
sent in the sequel. The
most striking of these
being the awesome
graphics, which though almost identical to the '97 edi-
tion, albeit with a few minor tweaks, remain unchal-
lenged by its competitors. Each of the players for exam-
ple, exhibit a painstaking amount of detail, but it's
when you see them in action that you truly appreciate
how cool this game is. The player animation is incredi-
Faster, tighter gameplay makes tltiS a JOV tO Play!
Worldwide's back, belter than ever! Great stun.
;
ble, with every flick, jump and tackle looking incredibly
realistic, as opposed to the sad, jaundice-suffering play-
ers featured in similar titles.
Besides being the most visually pleasing soccer
game available, SWWS '98 is a damn sight more
playable too. The game logic is superb, with playei
THIS YEAR'S CONTENDERS
Such is the vast popularity of football sims, that every
other month or so the SSM office is adorned with anoth-
er invariably crap football offering, which is somewhat
confusing for your average Johnny G;smer. So here's a
look at this year's contenders for your hard-earned cash.
ACTUA SOCCER: CLUB EDITION
Basically Euro '96 with Premiership teams, Gremlin have
done little to improve over their mediocre European
Championship cash-in. A few new gameplay options are
present, but the untidy graphics, sluggish frame rate and
restrictive controls remain the same. Like EA, Gremlin are
about to unleash an updated '98 version of the game, in
the form of Actua Soccer 2, although just when it will
reach the Saturn remains a mystery.
OVERALL 70%
FIFA '97
After the debacle of FIFA '96, we were beginning to
think EA's established series had run its course. And
we were right, as FIFA '97 ably demonstrates. Yeah,
it's got the Premiership teams, "virtual stadiums" and
even John Motson, but the game logic leaves a lot to
be desired, as does the jerky frame rate, the dodgy
player animation and the snail-paced action, EA are
predicting a return to form with their '98 edition, but
didn't they say that last time?
OVERALL 68%
SEGA WORLDWIDE SOCCER '98
By far and away the best football game ever. We
find it difficult to find fault with Sega's latest offer-
ing, comprehensively out-quaffing all the opposi-
tion. The silky-smooth frame rate, excellent player
animation, decent artificial intelligence, excellent
commentary by Gary Bloom and Jack Charlton and
all the official Premiership nonsense culminate in a
explosive footy package. Buy ten copies (if you
don't own the '97 edition).
OVERALL 94%
SEGA SATURN MAGAZINE 73
ITTTMl
. The animation on Worldwide remains untouchable.
T That's SSM's Nick. Ho really, it is.
HOW CLOSE TO THE PREMIERSHIP?
The big news in Sega Worldwide Soccer '98 is
undoubtedly the inclusion of Premiership teams. So
how close to reality have Sega got? The good news
(actually the great news) is that the teams do seem to
be close to the real deal in terms of tactics, strengths
and weaknesses. It's also the closest game visually.
However, SWWS '98 isn't perfect. Some of the player
colours are wrong (Schmichael's hair is brown,
Beckham's is black just for starters... oh and that's a
great wig Frank LeBoeuf is sporting) and the numbers
on the shirts are also fraught with error. It's a shame
that Sega didn't get this completely right - in fart,
considering it's such a major selling point it does
seem to us to be... well, lazy. What is also a bit irritat-
ing is that unlike FIFA, the International teams still
have the oddball players including Sega personnel
and even circa-1996 SSM journalists...
moving and reacting realistically to each others' move-
ments, adapting to the infinitely variable situation as
you might expect from a proper game of the popular
grass sport. Just like their real-life counterparts, players
are prone to the odd goal-mouth scramble, violent
tackles and outlandish goals, adding to the spontaneity
and realism of the game.
Sounds pretty much like last year's game doesn't it?
So what's new for '98? Well, it's clear that Sega have
made a serious attempt to redress the criticisms levelled
at the '97 edition, with fairly mixed results. For starters,
SWWS '98 boasts the most up-to-date Premiership team
and player listings of a football game this year, making
the likes of FIFA '97 and Actua Soccer largely obsolete.
This gives the game a real sense of authenticity which
was sadly lacking in last year's rendition, heightened fur-
ther by the programmers meticulous attention to detail.
Rather than just carrying the real player names, Sega
have attempted to represent each of the players correctly
in terms of hair and skin colour, further adding to the
realism of the proceedings. So as you'd expect, Les
Ferdinand is black, Alan Shearer is white and even Vialli is
bald! There is the occasional slip-up however, I don't ever
recall Peter Schmichael having brown hair, but the overall
impression is very realistic indeed.
In fact, realism is a theme which is rife in SWWS
'98, with Sega reenlisting the services of Football Italia's
Gary Bloom to provide the commentary for the sequel, in
addition to unintentionally hilarious guest comments
from Jack Charlton. In all, about three times as much
commentary has been recorded in an attempt to tackle
the repetition problems encountered in last year's game.
To an extent this works, but we came away a tad disap-
pointed with the new commentary. Considering all the
Premiership teams and player names have been incorpo-
rated into SWWS '98, we would have expected the com-
74 SEGA SATURN MAGAZINE
REVIEWS J
sn *ns^^
"
«
^■BSI
i&t^B
ti3
iTIZjHl
A Take a look at the accompanying close-up shot and the
painstaking level of detail the crack programming team have
incorporated onto each of the players becomes apparent. Even
more remarkable is seeing them in motion, with the player ani-
mation being incredibly realistic, unlike certain other footy
titles which boast claims of "revolutionary motion capture
techniques". Yeah right.
I
if you lack a
mentary to make spe-
cific references to them.
But instead of hearing
"and Shearer breaks
through Man United's
defence...", we were
horrified to hear "and
he breaks through the opposition's defence..." and other
such general statements. We presume this is to prevent
the slow CD loading times more specific commentary
would necessitate, but is a shame nevertheless.
So what about the goalkeeper Al, do they still let
in outlandishly ridiculous shots? Surely Sega have
sorted that one out. Well, not really. Whilst an
attempt has been made to rework the 'keeper Al, we
soon discovered that the same cheesy techniques
which guaranteed a goal in the prequel, work just as
well in this year's '98 edition.
Whilst this makes for more exciting high-scoring
matches, it's doubtless something which will irritate
those dissatisfied with the keeper Al of SWWS '97.
Overall though, we came away very impressed with
Sega Worldwide Soccer '98. The allure of all the official
soccer game. Worldwide '98 rules!
But is this enough Of leap over the '97 editionP
]
Premiership stuff, combined with unrivalled gameplay
should prove too much for most footy fans to resist.
However, I would like to voice one small concern, which
is that despite the welcome additions Sega have includ-
ed, there's little to justify purchasing this game if you
already own the '97 edition. Sure, it has all the current
Premiership sides and players, but at the end of the day,
rt plays virtually identically to the prequel.
LEE NUTTER
A Worldwide '98 is clearly the football simulation of choice
for Saturn owners. It's a monumental achievement.
GRAPHICS
Realistic players, a super-smooth frame rate, excellent player
animation and cool virtual stadiums, SWWS '98 is just ace!
93%
MI^^^HH non-repetitious commentary courtesy of Gary Bloom i^i^^r^^V
L^^^^^^H 1 and Jack Charlton, some awesome roaring crowd samples. ^^^^JH
PAYABILITY
SWWS '98 has remarkably intuitive controls, loads o[ moves to ■ ^^^nj^^B
master and decent enough artificial intelligence. ^^^^T^^H
LASTABILITY
All the Premiership and international sides are present, plus a i^i^^^^V
comprehensive range of options and an uncanny addictiveness. i^i^HMMbI
OVERALL
Worldwide remains as brilliant as ever it was and the Premiership
teams are coal. The only criticism me have with it is that it's not
different enough to warrant purchase if you own the '97 edition.
94%
SEGA SATURN MAGAZINE 75
liUTO
1ECTH0NIC ARTS
John Madden
Football '98
It was over five years ago
that the first John
Madden game appeared
on the Megadrive,
followed by the ace
sequel Madden '92.
Which was followed by
the ace sequel Madden
'93. Which was followed
by the ace sequel Madden
'94. See the pattern?
he last Madden game I played was Madden
'92 about five years ago, and it was very
easy to get into this '98 update - the play
selection system is the same, many of the
plays seemed pretty familiar as well, and after five min-
utes it was Madden action all the way. But is this a good
thing? I mean most of you must have already decided if
you like the Madden games by now, so perhaps EA
should try to make something that's a bit different?
Noway! One of the finest ever Megadrive games
has been refined and tweaked constantly over the last
few years, and the result is an extremely playable game.
If you're one of the people that thinks American football
is "all stopping and starting" with not very much action,
this game should help change your mind - there's a
much faster pace of play this time round, and the game
benefits a great deal from it, with play selection being a
lot quicker and easier than before. The games take a
while to load when a match starts, but from then on
there's only a tiny bit of disc accessing when you pause
the game, and everything moves at a speedy pace.
The graphics? Well, they're rather 'functional' to be
honest - all this next-generation hype seems to have
passed over the heads of the Madden coders, as the play-
ers are all represented by 2D sprites, and the animation
often leaves a bit to be desired. However, the main point
behind any Madden game has always been the way that
A The impressive action replay gives some spectacular views oi the
action. You can even target specific players, lo see how they're playing.
A More cool replay action, as the
Steelers put pressure on the defence.
Okay then, here we go - time for the annual expla-
nation of the rules of American football. Two teams
have to score touchdowns by moving the ball into
the opponents end-zone. They have four attempts
(downs) to move ten yards downfield, and if they
fail, posession goes to the other team who then
start their offensive turn. When a touchdown is
scored, six points are awarded, and players can kick
the ball for one extra point. It's really quite simple
when you get the hang of it... In fact, the game
helps you understand all the antics you see on TV.
76 SEGA SATURN MAGAZINE
n™
WHAT'S NEW THIS TIME THEN?
As with all the EA Sports updates, it's rather difficult to spot the new
features. The player rotas have been updated with the latest transfers
and teams from the current 1997 season, there are some great FMV
clips of Madden giving tips and advice, and the Saturn-controlled play-
ers play a bit more aggressively in the one-player mode, which makes
this the toughest version of Madden yet. The Fantasy Draft option lets
you build your own team from scratch, and the Custom Season lets
players decide which teams take part in the season. Different enough
to appeal to owners of Madden '97? Not really, but they are improve-
ments that fanatical fans might appreciate.
A The action replay is a great feature. The view can now be
rotaled 360 degrees, and zoomed in and out as well. The only
problem is that this really shows up the 2D sprites as being a
bit dodgy and very blacky when viewed up close - surely a
much more impressive and true next- gene rati on polygon-based
Madden game must he passible by now?
I
it plays, and these wobbly
2D footballers more than
do the job. They can run,
spin, dive, jump (to block a
throw) or even fall over in
a massive heap, which is
what happens most of the
time. But that's called 'the line of scrimmage' and it's
where the game is won or lost, as the big defenders try
to break through and flatten the Quarterback before he
can release the ball. The computer players are a lot
brainier as well this time around - try the same play
The Madden series is as impressive as feW and this new
1998 edition is definitely the NFL game Of Choice! Cool!
;
twice in a row and your player will end up being even
more two-dimensional, after the entire defence tramples
over him! Makes the game a lot harder, but a well earned
victory is much more satisfying, don't you think?
The usual options are all present - the replay and
camera angle choices are surprisingly useful, while the
substitutions and edit options allow would-be Maddens
to exert a huge amount of control over the players field-
ed. Basically, Madden NFL '98 is the same as all the pre-
vious Madden games, but slightly quicker to play, with
some slick presentation and bags of options. A great
game, but then Madden games usually are...
CARYCUTLACK
A The kickoff returns are one of the best
parts of the game - crack players can run
the length of the ground for a touchdown!
GRAPHICS
The 2D sprits players are a bit poor, and things set messy on I^I^^^^H
occasion. The 3D stadium and camera angles are cool though. ■^■^^jj^^H
^^^^i^^H 1 Solid crunches and grunts as the players set it and with I^I^^^^B
^^^^L^^^H 1 loads of comments from Mister Madden himself. ^^^^JJ^^H
PLAYABILITY
Traditionally great Madden gameplay - loads of plays to select. 1 ^^^T^^^ifl
a coal two-player mode and loads ot options to wade through. ^^^rfU^ri^H
LASTABI1ITY
The massive seasons, combined with the limitless two-player ■^■^T^^^il
mode make Madden NFL '98 a very big game. f^BBHMiil
OVERALL
Madden NFL '96 is a small improvement over the '97 version.
But is it worth buying if you own an earlier version of the
game? No, but it is the best buy if you lack a NFL game.
SEGA SATURN MAGAZINE 77
□ma
CBPC0M/U1RGIN
Street Fighter
Collection
Here it is: the ultimate
Street Fighter collection,
bringing together the old
and the new in one
spectacular, glorious
whole! It's Capcom's
greatest SF release yet...
and that's official.
EGA SATURN MAGAZINE may yet have to
revise Street Fighter Alpha j's gargantuan
95% rating. Yes, ft is one of the best 2D
fighting games money can buy. But what if
you got an enhanced version of Alpha 2 along with TWO
MORE Street Fighting arcade conversions? The world
would surely tremble, and indeed it shall when it bears
witness to the power of the Street Fighter Collection!
So what do you get for your money? Try arcade per-
fect translations of THREE Street Fighter classics: Super
Street Fighter 2, Super Street Fighter 2 Turbo and Street
Fighter Alpha 2 Gold.
Super Street Fighter 2 was the first true sequel to
the original SF2. True, Champion Edition and Hyper
Fighting had followed but they were merely expansion
chips for the original SF2 board. Super was Capcom's
first true attempt at a sequel, featuring four new char-
acters (hence its "The New Challengers" subtitle)
along with tons more bonuses (such as the First
Attack) plus the first real on-screen recognition of
combination attacks. Additionally, all art and sound
was completely sourced from scratch. Good eh?
Well, almost. Sure, Super Street Fighter 2 was
good fun, but Capcom's loyal fans were disappointed
that the speed and sheer adrenalin of the previous SF
outing, Street Fighter 2 Turbo: Hyper Fighting was
lacking from the new game. A lot of fans remained
loyal to Hyper Fighting despite the charms of new
fighters Cammy, Fei Long, T Hawk and Dee Jay. That in
itself was enough for Capcom to start development
on the last true SF before the Alpha series took over:
Super Street Fighter 2 Turbo.
ime gave the Capcom fighting game
public exactly what they wanted - that being all of the
cool of SSF2 and the speed of Hyper Fighting. But as is
Capcom's want, they went further... that much fur-
ther! Each character was gifted new moves and new
animations, making it the best Street Fighter game
A TASTE OF THINGS TO COME?
Capcom have produced some AMAZING jD games
in the past. We're thinking primarily of the likes of
Commando, Ghosts and Goblins, Ghouls and
Ghosts, Strider, Black Tiger and Bionic
Commandos! Wouldn't it be great if Capcom pro-
duced their own retro packs featuring arcade per-
fect translations of these awesome titles?
According to our sources, this might not be too far
away and the chances are that the success (or fail-
ure) of the Street Fighter Collection will pave the
way for future collections!
78 SEGA SATURN MAGAZINE
inma
■4 Street Fighter Alpha 2 Gold is an incredible game, but
not really that different from the Alpha 2 already out.
/
around by a long shot.
Additionally, Capcom
began their first experi-
ments with "hidden
characters" by introduc-
ing the powerful Gouki
(disappointingly
renamed Akuma for Western territories by the meddle-
some Capcom of America) - a Ryu style character with
incredible combination potential.
SSF2T was a brilliant conclusion to the original SF
series and the inclusion of this conversion along with
Alpha 2 Gold makes it an incredible value buy. Quite sir
ply, the two best SF games can now be yours on one
capcom-s most powerf ul conversion of
Street Fighter to date Simply IMS tO be SauOUred!
]
pack! Incredible, yes? Well, we would like to think so.
And in fact, we do. This is quite easily the best
Street Fighter you can get on any home console. There's
only one thing that SEGA SATURN MAGAZINE assembled
can find to groan about and that's the choice of games
you get. Super Street Fighter 2 Turbo is a brilliant addition
and Alpha 2 Gold is amazing... but what's the "ordinary"
A Pixel perfect conversions of both Super Street Fighter A The new Alpha 2 has a secret Sakura character for
and its sequel are most welcome. you to unearth.
1. Here's Gouki Made in full effect. Basically, the character of
your choice takes an the power of Shin Gouki! They have a bit
of a chat first...
2. And then the fight begins proper. You soon discover that
Shin Gouki is easily the most taxing GPU opponent you'll ever
face in Street Fighter!
3. The CPU Gouki positively routs anyone bar the most accom-
plished Street Fighter player. Here he's Finishing us off with his
trademark Firecracker move!
SEGA SATURN MAGAZINE 79
mm
<:-- 3 - 1
f Five
Sagat whups an unfortunate Ken.
Super Street Fighter doing there, especially as a conver-
sion of the original Street Fighter 2 (or the Hyper Fighting
follow-up) would have been a lot more welcome. All we
can imagine is that this would have meant a lot more
work for Capcom as opposed to just bunging in Super
which would just be a cut-down version of its sequel. It is
years on from the classic Street Fighter 2
and the franchise is Still paying dividends for Capcom!
a bit of a shame to be honest. We've hardly touched this
part of the pack since the game came in.
It's a small niggle really when you consider what
Capcom have given us in the form of the other two
games. Super Street Fighter 2 Turbo is a real classic -in
fact, we've still got the cc
it's still played almost
on a daily basis. That
being the case, we're
more than happy to
confirm that the con-
7
A Guile and Ryu battle it out on Hew Challenger Dee Jay's Jamaica stage.
A Fei Long's rekka ken technique can s<
a brilliant three hits.
CAMMY IN ALPHA SHOCKER
The big news in Street Fighter Alpha 2 Gold is the
addition of Cammy, the British secret agent who
debuted in Super Street Fighter. The curious thing
about this character is her position in Street
Fighter lore. Alpha is set before Super, meaning
that Cammy is still Bison's lover (we're not making
that up). That being the case, it's no surprise to see
Cammy enlisting the aid of Bison in one of her
supers, where she summons Bison, who performs
his Psycho Torpedo attack. Cool eh? Well there's
more to look forward to in Alpha 2 Gold, including
an enhanced version of Sakura! This is all in addi-
tion to the likes of Shin Gouki and Evil Ryu who
were also in the old Saturn Alpha 2 (but are now
much easier to access). Multiple pushes of the
START button toggle between secret characters.
80 SEGA SATURN MAGAZINE
lEfflTO
^pr
►J
version is identical. If there are any frames of animation
missing, you'd be hard pressed to see them.
However, although mightily playable, it's Street
Fighter Alpha a Gold that is the undoubted star of the
show. The Alpha payability has yet to be surpassed
and that additions that Capcom have made are good
fun to explore.
The only drawback to the collection is that it seems
to be standard Capcom policy not to attempt any kind of
PAL optimisation for the European market (and this poli-
cy is unlikely to change), so it's letterbox central as the
PAL borders arrive once again. To be fair, with 2D games
it's pretty much unavoidable. Additionally, the speed
issue isn't so much of a worry due to the inclusion of
multiple speed settings. Just like the current Street
Fighter Alpha 2. However, as I remarked in my Marvel
Super Heroes review last issue, if you're a real Capcom
fan, you really need to get your Saturn modified to be
able to switch to a NTSC signal so get your ass down to
an importer to get it done if the ultimate Capcom
gamery is your, er, game.
So... just one question remains. Is the game worth
buying if you already own Street Fighter Alpha 2 (and you
should be ashamed of yourself if you don't)? Well, to be
brutally I honest, I would have to say "no". Super Street
Fighter 2 Turbo is a cool game, but it is old and it isn't
really worth the full whack. Alpha 2 Gold, again, is awe-
some but the Golden enhancements aren't hugely
important. But SEGA SATURN MAGAZINE'S offices are
crammed full of Capcom fanatics though and we loved
the games in this pack. If you're like us and have a similar
adoration for all things Capcom {or if you don't own
Alpha 2 already), this is quite simply the best Street
Fighter purchase you can make, no doubt about it.
RICH LEADBETTER
4 SSF2. Yea it's cool but a
SF Hyper Fighting would be even
ZERO ALPHA 2: WHAT'S THE DEAL?
So what exactly is Street Fighter Alpha 2 Gold about?
How is it different from the awesome Street Fighter
Alpha 2 we've been playing for almost a year nowo?
The story goes that Capcom of America asked the
Japanese R&D division to add several hidden charac-
ters to Alpha 2, such as Shin Gouki {or Devil Akuma)
and Evil Ryu. These were duly added, but never made it
into the Japanese version. The addition of these fight-
ers was the main reason behind the Alpha 2 Gold
update. It was never released outside of Japan mainly
because there was little point. Our version was good
enough. However, there are a couple of additions {and
more secret versions of different fighters). Additionally,
there is a new Gouki Mode on the options screen.
GRAPHICS
Capcom have perfectly replicated their awesome arcade games - 1 ^^^^^^T^B
Street Fighter Collection's graphical art is a joy to behold. ^^^Jj^^J
SOUND
Just as you would expect, the sound is also identical to the arcade 1 ^^^^^^TkH
games! The tunes are a mixed bunch but the effects are ace. ■J^Hj^^^T^J^H
PLAVABILITY
Super Street Fighter (2 Turbo) is bloody brilliant and sufficiently 1 ^^^ff^T«H
different enough from the magical Alpha 2 Gold. Great stuff. ^Kyjjr^HH
LASTHBILITY
Both starring games will be loaded up fur years to come. The i^i^^^^^B
original Super Street Fighter's a bit redundant though.,. ^Kyj^^J^H
OVERALL
If you love Super Street fighter 2 Turbo or don't own Alpha 2, this
is utterly essential. However, current Alpha 2 owners should think
veeewy carefully be shelling out.
95%
SEGA SATURN MAGAZINE 81
iCHBig
Bust-
a-Move 3
Giggling dinosaurs,
crying girls and sulking
psychics. Yes, it can only
be one of those obscure
Japanese games again.
Will Acclaim surprise us
by releasing a half-
decent game for once?
■MMH oo-hith! Supreme Drum & Bass rapper
ft " * J Busta Rhymes is the star of Bust-a-Move 3,
B^l^B and now players tan practise their favourite
H^l^l Junglist dance moves in the comfort of
their own home with Bust-a-Move 3. Sorry, that's actual-
ly a blatant lie. Instead, Acclaim have got us all in check
with a sequel to their ace puzzle game Bust-a-Move 2.
More quality puzzle action?
As it happens, this is a very enjoyable game.
Traditional puzzle action has been spliced together with
some cool Japanese design, and the result is a great look-
ing. ar| d great playing puzzle game. Players are actually
controlling cute little cartoon characters as they attempt
to burst all of those coloured bubbles, and while the
game is being played the cartoon creation of your choice
<U-«Mtti*yjj>ii.
A To summarise the review, this is a great puzzle game.
jumps around with shouts of encouragement, and gets
nervous and starts to panic and shout when things
aren't going too well. And should the player perform a
particularly cool multiple bubble-busting manoeuvre, a
special move, scream of joy or happy dance takes place!
These cool characters are probably the highlight of
the game's graphics - the collection of cliched game stars
all help give the game a great atmosphere of it's own,
with the famous dinosaurs 80b and Bub popping up, as
well as the usual selection of wacky Japanese girls and
butch fighters who watch over the action. Puzzle fans
will no doubt have noticed the ever-so-slight similarity to
Capcom's Super Puzzle Fighter games, although the Bust-
a-Move bubble shooting gameplay has always been a bit
enjoyable than the Columns-style gem dropping
action of the Capcom game, and even though Bust-a-
Move 3 offers no real improvements to the action found
in the prequel, it more than makes up for it by giving us
another ace collection of devious bubble-bursting levels.
But there's more than just one way to play Bust-a-
A Kapow! The characters all have a few
special moves which they use to celebrate
a particularly good sequence of play.
82 SEGA SATURN MAGAZINE
A Each character has their own little Intro sequence.
THE PICTURES - WHAT'S HAPPENING?
It's dead simple really. Just imagine an upside-down version of
Tetris, with players using a movable target arrow to fire one bubble
at a time up the screen to form blocks of similarly coloured bubbles
at the top. Get three or more same coloured bubbles together and
boom! they disappear, causing any bubbles below them to fall away
with them. Bubbles can be bounced off the side of the screen for
fancy angled shots into tricky areas, and the occasional special bub-
ble appears - heavy bubbles smash through a whole line, star bub-
bles burst all bubbles of the same colour, and some solid blocks
appear to further complicate things.
WMMli^
A Bust-a-Move 3 also has some really great and colourful background graphics. Of course they don't have anything to do
with the game, but It brightens up the reviews section! The presentation of the whole game Is just as faultless.
I
Featuring some really COOl PUZZle action and
dead grOOVy ViSlialS, puzzle fans are sorted!
]
Move 3. The game has a cool one-player puzzle mode,
where players select their route through a huge grid, and
take on each of the increasingly tough levels. Then
there's the one-player versus computer mode, in which
the player competes in a split-screen two-player battle
against a computer controlled opponent. But it's the real
two-player game that's easily the most fun - when play-
A The one-player puzzli
sees players travelling over a
ers pull off a spectacular bubble-bursting move extra
bubbles are dumped onto the opponents side of the
screen, causing some extremely violent outbursts to be
exchanged - the mark of a great two-player game!
There's also a special challenge mode, which is the
ultimate test of puzzling skills as players have to com-
plete a set of extra-hard levels designed to be as tricky as
possible, while the Saturn grades players on the speed
and skill of their performance. Then there's the huge
task of playing the collection mode, which is a massive
selection of literally hundreds of pre-set screens to playl
Even with all these fancy modes I doubt if it would
take too long to see everything the one-player game has
to offer, but if you're looking for some cool puzzle action
with an excellent two-player game, you've just found it.
GARYCVTIACK
GRAPHICS
Fiie cartoony characters and graphics, with some groovy colours 1 ^^ffWH
and cool design helping to make Bust-a-Move 3 stand out. ^^^Xjj^^^M
SOUND
Always difficult in a puzzle game, but a cool selection of whim- i^i^^^^^il
peps, screams and jolly music keeps the atmosphere together. ^^BA^^^H
PAYABILITY
Awesome, [specially in two-player mode, when; dumping bubbles 1 ^^^^^piH
onto your opponents screen will make you an enemy for life! l^l^^jr^^lH
LASTABIUTY
Hmm. Quite easy to see everything in the one-player game even |^^^^^^ff , HPffS'"j
with all the play modes, bel the two-player game will last forever. 1 ^^^U^^H
OVERALL
Fantastic puzzle action, with an incredibly cool two-player mode.
The one-player game is still fun on its own, with the different
modes providing fun for solo gamers. Should satisfy puzzle fans.
91%
A Line up ynur shot with the target arrow, and then
press a button to shoot your balls off, If only it was so
UH -ON, WE'RE IN TROUBLE!
The natural state of mind to be in when playing Bust-
a-Move 3 is Panic. Blind panic to be more specific.
Here's a particularly nerve-wracking moment: (1) A
tough screen for our green dinosaur chum. (2) The
bubbles are building up... {3) "Hurry up!" Panic sets
in! There's a red bubble on the way though - aim for
the big group of red bubbles in the middle... (4)
Boom! safe to continue, but now the left-hand side of
the screen is reaching critical point! Arrgh!
! Ki
I ALREADY OWN BUST-A-MOVE2..
The main difference is in the challenge and puzzle
modes where the layout of the puzzles is completely
different. However, the gameplay is identical to the
bubble-busting action that made up Bust-a-Move 2,
which basically makes Bust-a-Move 3 more like a col-
lection of new levels than a completely new game.
There's a much larger collection of levels to play
through, thanks to the collection mode, but does this
make Bust-a-Move 3 worth buying if you already own
the prequel? Well, probably not to be honest, unless
you've got some kind of obsessive compulsive disor-
der which leads to a fixation with colourful bubbles.
Which is quite unlikely.
SEGA SATURN MAGAZINE 83
SEGA SATURN " tips
Another month, another selection of tips and another few weeks of our talented young lives spent playing games 24hrs a day. Still, it's
not all bad news, at least we're allowed to play Sonic Jam and Marvel Super Heroes in the name of 'research.' If you spend an
unhealthy amount of time glued to your Saturn, why not send in your own tips to us at: Sega Saturn Experimental Tips Research
Department, 37-39 Millharbour, Isle of Dogs, London E14 9TZ
SONIC JAM
What a cool game. There's so much
'stuff' already in Sonic Jam, it's hardly
important to search for more hidden
things in the game. Still, that doesn't
stop us from looking, and hey, look
what we've found!
SONICWORLD TIME ATTACK!
Highlight SonicWorld at the main
screen, and press A then Start straight after-
wards (really quickly), and keep them held down
until the game starts. You should then start
SonicWorld, and there'll be a 60 second
counter in the top left of the screen.
Collect all ioo rings in the 60 second
limit (very, VERY hard) and something
extra should appear. We can collect all ioo rings
within the time limit (see the VERY hard-earned
picture for evidence) but only right as the time
runs out, so we're not sure if
anything extra appears... see
what you can find.
SONIC TEAM DO EXTRAS!
If you have access to a PC or Mac, you
can find some extra-cool Sonic artwork
hidden away on the Sonic Jam CD. Just
put the CO into a computer's CD drive, and
open up the folder called 'Extras'. Thankfully
Europe haven't removed this from the
K version, and it's all in a nice easy-to-
ipen windows format 35 well. You
might even recognise some of the art
that we've used in the mag!
We reckon a large gold ring appears somewhere when you
collect all 100 rings... surely you get something as a reward?
DRAGON FORCE
This is a very complicated tip, but we know that play-
ers with enough brains to play Dragon Force will be
able to get it to work, Good luck, and yes it does
work, so no phone calls please.
Co to the Saturn's CD player screen and hold down
X, Z, L, R and START, and keep them held until the
game loads. When you get to the title screen, keep
START held down and press DOWN, DOWN, UP,
check the
options menu
for the Debug
mode, where
you'll be able
to affect the
battles, music,
experience
points and
have all kinds of fun.
84 SEGA SATURN MAGAZINE
um
MARVEL SUPER HEROES
Bosses, everybody wants to play as those pesky end-of-
game guardians these days. We could probably read
some deep meaning into that fact, but let's not. The
MSH boss codes can be found on page 52, and here
are a few other cool mutant tip? to try out.
RANDOM CHARACTER SELECT
Hold the left or right buttons for
around three seconds on the
character select screen. The
cursor will start to move
around veryquickly,
allowing players to
then hit any button and
have a character random-
ly selected for them.
AWAY STRIP
Pick the alternate costume in the one-player game by
selecting your fighter and then holding UP for three
seconds (for characters in the top row), or DOWN for
three seconds (for characters in the bottom row),
nd then pressing any button.
TAUNT
Press DOWN, DOWN and the two shift but-
tons togethei to perform each heroes'
cheeky taunt.
EXTRA POUNDING!
After the final round of a fight, quickly hold down the
two shift buttons to be able to dispense a little extra
justice, and smash your defeated foe a little more!
The Hulk - still incredible, but now a nice shade of grey.
CRUSADER -NO REMORSE
The level passwords for EA's futuristic isometric able to press X+Y+Z to be given a full selection of
shooter were printed waaay back in issue 20, but ammo and equipment, which unless we're very much
some extra little tips have now come our way. mistaken, will turn you into a fully tooled-up psycho-
Just remember not to show any remorse, that's pathic killing machine.
MAXIMUM HEALTH AND ENERGY
Select 'Load Game' at the main menu, then pick
'Teleport to Mission.' At the password entry
screen, enter LOSR as your password - you'll get
an invalid password message. Start a new game,
and at any time press A+B+C to be boosted up to
full health and energy.
MAXIMUM WEAPONS
After inputting the above password, you'll also be
're finely-honed killing machines.
WARCRAFT2
What a surprise - a strategy game that's actually
quite interesting! To further enhance the excite-
ment, enter the following codes by pressing start
in the middle of a game and proceeding to the
password screen:
TSGDDYTD - Gives invincibility and 255 damage
points against magic
DCKMT- Full upgrades
VRYLTTL -Gives access to all of the spells, and renew?
mana after each spell has been cast
NSCRN - Shows the entire map
GLTTRNG - Gives 10,000 gold, 5000 lumber and oil
MKTS - Speeds up the building and upgrade process
NTTHCLNS - Skips to the next level
NGLS - Disables the magic traps set by opponents
HTCHT - Only takes two chops to harvest lumber
THRCNBNLYN -Quick ending
NTPRF - Some kind of freak laser show!
YPTFLWRM - Instant defeat
NVRWNNR - Cancels the victory sequence and lets
you continue playing the same level
SEGA SATURN MAGAZINE 85
RESIDENT EVIL GUIDE
This month we thought we'd do something rather different with the second part of our
Resident Evil guide, rather than simply regurgitating what was written last month. So
this month's guide takes players on the guickest possible route through the mansion as
Jill Valentine (hopefully in under three hours), accessing the secret rocket launcher
weapon and battle mode. This also concludes our awesome Resident Evil coverage
brought to you courtesy of LEE NUTTER.
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Hi
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COIEOOPERATED
September's 35th JAMMA show heralded the arrival of some truly cool arcade titles. Although the event occurred
just as we were going to press, our Japanese correspondent, WARREN HARROD, has worked around the clock to
bring you an exclusive first look at some of the awesome coin-ops you'll be playing in the coming months. This
issue we take a look at Capcom's incredible winter line-up with more JAMMA coverage continuing next month.
SUPER GEM FIGHTER: MINI MIX
All your favourite characters from Capcom's most
popular games have been super-deformed and
brought together for the most zany and frenzied
beat 'em up ever. Supported by a humourous and
original story line, they may be small but the bat-
tle rages as hot as ever. Although originally billed
as Pocket Fighters, Capcom's latest arcade
scrapper is still every bit as bizarre as its titli
CONTROLS
Thanks to the simple single stick
and three burton configuration
(punch, kick, special), Super Gem
Fighter is ridiculously easy for anyone to
learn. Vet the game contains a deep
level of strategy which can be achieved
through mastery of special moves and
combos. This simple but in-depth
approach should allow both beginners
and experts to enjoy the game.
CUTE 81 FUNI
The super-deformed characters from Super
Puzzle Fighter n Turbo are back and ready
to jump into the head-to-head fighting
game arena! They're all over the screen
with their insane moves and wacky anima
tion but don't be deceived by its appe;
this is one serious fighting game! Making
their appearance in miniaturised form are
Ryu, Ken, Chun Li, Sakura and Zangief
from the Street Fighter Zero series;
Morrigan, Felicia and Hsien-ko ■
from the DarkStalkers series
Ibuki from Street Fighter III and
Tessa from WarZard.
GEMS! GEMS! GEMS!
y collecting power gems players can
enhance their existing special
Watch your character's abilities increase
dramatically in power and speed depend-
ing on the gem's colour. You can collect youi
gems or even steal gems from your opponent
Laugh with joy as your opponent's
attacks power-down after you
steal their gems then use their
wn gems against them by power-
ing-up your own attacks! There
are three types of gems: red, yel-
low and blue. Depending on the
colour their effects vary with dif-
ferent special attacks being powered-
up by different coloured gems. There
are three levels of power-up that
gems can give to the special attacks.
All gems have a fixed time limit
before they then disappear so it's
vital that you use them during that period.
COSTUME COMBOS!
With well-timed punch and kick attacks you'll be
able to execute an all-new Flash Combo. During
this combo the player's attacks and costume are
tantly changing. There are up to four continu-
ous attacks in a combo. Each time you press a but-
ton, your character's costume changes one after
another along with the move! Every character has
a complete set of costume changes. For example,
Morrigan dresses as a nurse, Zangief dresses as a
building site worker and Felicia dresses up as some
of the other DarkStalkers characters.
CAPCOM CAMEOS
Check out the hilarious stage backgrounds. Hidden
in all of the levels are loads of Capcom characters
doing the most unexpected things in the most
unexpected places. How many can you find?
92 SEGA SATURN MAGAZINE
IEEBE-35EEBS3S
STREET FIGHTER 3: SECOND IMPACT
Now characters, new situations, new techniques. Street
r 3: Second Impact looks cool.
The new generation has
arrived... again! Yes, the
finest animated fight-
ing game in history
has been improved
even further with all new
features and fine-tuned
adjustments bringing the
world of Street Fighter to life
never before. Capcom has
listened to player criticism of SF
III and pushed the game to its
limits. The results are amazing.
NEW CHARACTERS
Two all-new characters join
the existing eleven next
generation
even more extreme
fighting action.
They are:
URIEN: The Dark Horse
Destzoyez.
He was created to be a conqueror and an
emperor. He possesses super human abilities
and has even earned the trust of Gill (final
Street Fighter III boss). However, a deadly
desire to usurp Gill's power quietly burns in
the back of his mind. Is he destined for eter-
nal glory or ultimate destruction?
the ultimate version of your favourite moves.
(ii) Antagonise your opponent with a
taunt. Each character has a new
y and humiliate their
opponent.
(iii) Remastered special effects.
Capcom has redrawn all the
special effects! In addition,
Capcom has increased the
ber of animation frames to
show amazing details right
down to the drops of your
character's
SEGA SATURN MAGAZINE 93
Hc|o|i|i1Ho1p|bNa|t|e|l|
RIVAL SCHOOLS
The most popular Capcom coir-op of the show and
one that should please fans of Arika's Street
Fighter EX. Welcome to the school of fighting,
Polygon Fighting, high school style! Capcom's lat-
est 3D fighting game is a non-stop battle, acceler-
ated at 60 frames per second in high
mode! Although only 54% complete it's already
showing plenty of potential and is looking great.
The game's story goes something like this:
the turn of the century, high school students
are being mysteriously kidnapped. The students
oppose a powerful enemy that even the police
can't touch and so they rise to the occasion to
take matters into their own hands. Remember,
it's your school, it's up to you to defend it! Show
them what you've got by cutting loose your ener-
gy and going for it! You must tear down the evil
Justice Institute of Education!
HIGH SCHOOL RIVALS
There are four high schools each of which has three
selectable students. Of course, being a Capcom game
they aren't just ordinary students!
GORIN
This school has a sporting theme with all three stu-
dents dressed in their respective sports gear. Choose
from either volleyball, baseball or football.
PACIFIC
This is the American high school (the others being
Japanese) which explains why one of the characters,
Tiffany, is a very sexy cheer leader!
i*
*
la
Tan of SF: EX, Rival Schools Is right up your street. Loadsa cool characters and tag team two-player action.
TAIYO
The most normal looking students (by this game's
standards anyway), including the Sakura look-a-
like school girl, so they're probably red hot
GEDO
All the students look like high school drop-out
juvenile delinquents. There's a huge school bully,
a motor-bike thug and a punk with a knife.
SKOOL RULES!
Players choose two characters from the same
school, one of which is the main character and the
other is the support character. Usually you fight
with one character while the other waits off
screen. Players can swap between characters dur-
ing the round. In addition, there are commands
which allow you to bring the support character on
while the main character is still there for a power-
ful combination attack.
There are between five to eight stages in the
game, depending on the characters you choose
and the way the story develops. The final goal is
to thwart the sinister ambitions of the teachers at
the evil Justice Institute of Education!
CONTROLS
Rival Schools uses Star Gladiators one stick and
four buttons set-up (weak/strong punch,
weak/strong kick). Using them in combination pro-
duces a wide range of offensive and defensive capa-
bilities as well as jumps and special movements.
THE POWER OF YOOFI
New to this game is the "Youth Gauge." As you fight
and guard against attacks the gauge fills up. At the
beginning of each stage it already has five points
stocked in it. You can build it up to a maximum of
nine points. Players can also cany the points over
from one round to the next but you can't cany them
over to the next stage. With the correct command
sequence you can use these points to execute super
combos (one point) and bring your support charac-
ter on screen (two points).
94 SEGA SATURN MAGAZINE
COIlfSOPERATED
EXTRA
Last month's new Coin-Operated section was such a soaraway success with our readers that we're going to be
bringing you the very latest arcade cheats, tips and special moves each and every month! Big thanks this issue g
out to our top mates at AM1 for supplying us with some EXCLUSIVE House of the Dead secret stuff...
As the greatest light gun shooter in existence (beat-
ing even Virtua Cop in our opinion), House of the
Dead is a truly frightening game. Shuffling zombies,
weird mutated creatures and a creepy Resident Evil-
style atmosphere make AMi's creation an arcade
classic. Of course the good news is that Saturn c
ers can look forward to a home version in early '
but until then here are a few cool cheats to test out
KEY: L = Pull Player One's gun triggi
R = Pull Player Two's gun triggi
ai ia< ' -■ ■
Wow! Agents Tom Howgun and the mysterious G are now joined
by the sultry Sophie. She sure is nimble little minx.
Put your money in but don't start a
new two-player game just yet. Instead,
wait until the House of the Dead title
screen appears. When it pops up, press
the left and right gun triggers in the
order specified below and then
press the Start button to
begin. When the game
commences the
desired the cheats
entered below
will be in effect
NOTE! The follow-
ing commands must
be entered on the title
n only. If you delay and the
game demo continues none of the
cheats will work. If you continue after
losing lives then the
changes will remain, but if the
game finishes then you'll need to reen- "*""" '
ter the commands. The codes activate visual
changes only! They don't affect the game play in
any way so you'll still meet the real Sophie (threi
Sophies in one room is pretty cool!) Likewise the
character's voices don't alter either even when
Tom Rowgun and G have been replaced by
Sophie. However, all the in-game movie
sequences will bi
' -£ PLAYER ONE
^^ Clothes Change (Agents Tom Rowgun and G
■*ft* now wear trendy designer suits)
£• ■ ,i ^,< Shoot in the following order: Left player. Left play-
er, Right player, Left player, Left player.
PLAYER TWO
Clothes Change
Shoot in the following order: Right player, Right
player, Left player, Right player. Right player.
■ '11
1|
N§f
Rg.
Keep an eye on your overall game score with this nifty cheat.
Can you reach the 62,000 target and access more secrets?
PLAYER ONE AND TWO
Simultaneous clothes Change
Shoot in the following order: Left player, Right play-
er, Left player, Right player, Left player, Right player.
PLAYER ONE
Change into Sophie
Shoot in the following order: Right player, Left play-
er, Right player, Right player, Left player, Left player.
PLAYER TWO
Change into Sophie
Shoot in the following order; Left player, Right play-
er, Left player, Left player, Right player,
Right player.
PLAYER ONE AND TWO
Change into Sophie
Shoot in the following order: Left
player, Right player, Right player,
Left player, Left player, Right
DISPLAY SCORE DURING GAME
See how far you are from
obtaining the game's
62,000 point challenge...
Shoot in the following order: Left
player, Left player, Left player, Right player, Right player.
SEGA SATURN MAGAZINE 95
ISSUE #2 DEC 95
Reviewed: Virtus Fig liter 2,
Cop, firestorm: Thuoderhawk 2,
Ki- Octane, Victory Boxing. Golden
tie: The Duel, Mansion dF Hidden
Souls, Hebereke's Popoito,
CyberSpeedway. Showcased:
Virtua Fighter 2. Firestorm, X-
Msn: Children oF the Atom.
Mystaria, Worms, Virtua Racing,
Oft-World Interceptor. Showcases:
Guardian Heroes, Mystaria, FIFA
'96... plus all the secrets of Virtua
Cop! Plus ultimate Sega Rally cov-
erage... the BEST racing game!
ISSUE 04 FEB 96
Reviewed: Wing Arms. FIFA '96,
Virtual Golf. Johnny Bazookatone,
loshinden, Cyberia, Casper, 0, True
Plnball, Wnrld Cup Golf. Showcases:
Vampire Hunter/Street Fighter
Alpha. and all the secret cheats of
Sega Rally! Plus Panzer Zwei AHD
part one of the VF2 Masterclass!
ISSUE #5 MAR 96
Reviewed: X-Men; Children of the
Atom, Darius, Baku Baku Animal,
HFL Quarterback Club. Hang On '96,
Titan Wars. Showcases: Euro '96,
Legend of Ttior, Street Fighter
Alpha, X-Men, Guardian Heroes,
Panzer Zwei! Plus: VF2 masterclass
and Sega Rally gu
ISSUE #6 APR 96
Reviewed: WipEout. Magic Carpet.
Street Fighter Alpha. Shellshock,
Valora Valley Golf, Shiniog Wisdom,
Gei. Showcases: Magic Carpet, Gun
Griffon, MK3, Panzer Zwei,
Dark Stalkers.' Vamp ire Hunter. Plus:
Vf2 Masterclass part three AND a
cool WipEout guide.
ISSUE #7 MAV 96
FREE! REVIEW AND TIPS BOOK! And!
NiGHTS revealed! Reviews: Euro '96,
Panzer Zwei, Delcon 5, The Horde,
NislifMiniirs Vampire Hunter,
Revolution X, Alone in the Dark 2,
VF2 masterclass: the penultimate
edition. WipEout guide part two.
plus all the X-Men moves too!
ISSUE #fl JUN 96
Heart or Darkness featured... and
it's still not out! Reviewed: Guardian
Heroes, Ultimate Mortal tpmbat 3,
In the Hunt. Discworld, JD
lemmings. Showcases: Panzer Zwei
final, HiCHTS. Guardian Heroes Final
update. Full detailage on top games
still worth buying today!
ISSUE #9 JUL 96
Full EJ report with first Cop 2 cov-
erage! Reviewed: Loaded. Need For
Speed, Shockwave Assault, Slg Hurt
Baseball, BlackFire, WWF, Striker,
Virtual Open Tennis, Ghen War.
Showcases: Sonic X-freme (now
canned!), VF Kids, Exhumed. Space
Hulkandofi
ISSOE #19 AUG 96
NiGHTS: Sonic Team's amazing game
Finally arrives! Reviewed: NiGHTS.
Road Hash, Primal Rage, Slam and
Jam, Starfighter 3000. Olympic
Football, Sea Rass fishing. Pro
Pinball. Showcases: Athlete Kings,
VF Kids, Alien Trilogy. Also:
Guardian Heroes Tips!
ISSUE #11 SEP 96
Amazing Candy Fighting Vipers
Cover! Reviewed: VF Kids. Alien
Trilogy, Athlete Kings, Eibomed,
NBA Action, Space Hulk, Kern Flyiog
Squadron, Bust-A-Move, Story oF
Thar, PowerPlay Hockey. Showcases:
Sega Ages, Cop 2, Soviet Strike.
Plus: Shining Wisdom tips
ISSUE #12 OCT 96
Daytona CCE revealed! Reviewed:
Worldwide Soccer '97. Fighting
Vipers, Actua Golf, Destruction
Derby, Blam! Machinehead. Bubble
Bobble Pack, Highway 200G. Also
included: Awesome NiGHTS guide
that will blow you away. And! The
dread arrival of The Master!
ISSUE #13 NOV 96
Amazing Street Fighter Alpha 2 cov-
erage! Reviewed: Street lighter
Alpha 2, World Series Baseball?,
Tomb Raider, Earthworm Jim 2,
Impact Racing. Showcases: Vipers
part 2 plus programmer interview,
Tomb Raider. Plos: tips to get you
all the nay through Eihumed!
ISSUE #14 OEC 96
World's First Virtua Cop 2 Review!
Also reviewed: Daytooa CCE, Amok,
Street Racer, Hardcore Ax4, Chaos
Control, Three Dirty Dwarves,
Blazing Dragons. Crimewave, PGA
GolF'97. Showcases: Cop 2,
Christmas NIGHTS, Daytona CCE.
Lobotomy Software Interviewed!
ISSUE #15 JAN 97
COVER CD WITH VIRTUAL ON. DAY-
TOHA CCE. WOHLDWIDE SOCCER,
TOMB RAIDER! Reviewed: Virtual Oo,
Blast Chamber. NHL Hockey '97,
Command and Cooquer, Sega Ages,
Mighty Hits, Tetris Plus, Breakpoint,
Krazy Ivan, Tunnel B1. Maddeo '97,
Jewels ot the Oracle.
ISSUE #16 FEB 97
Amazing Fighters I
Coverage! 16 pages ol small tips
it's all in here! Reviewed: Sonic 3D
Blast, HFL Quarterback Club '97.
NBA Jam Eitreme, Toshinden UrU.
Tempest 2000 . Batman Forever, Bug
Too!, Dark Savior, Showcases: Bug
Too! Tomb Raider guide part one!
Revealed!
Reviewed: Die Hard Arcade,
Crusader. He-en, Die Hard Trilogy,
Grid Run, Andretti Racing, Tilt,
Soviet Strike. Showcases: Heien,
Soviet Strike, Fighters MegaMii, Die
Hard Arcade. Tips: Tomb Raider
part two. Eihumed Team Dolls!
ISSOE #TT HAH 97
Mam TT Exclusively Revealed!
Reviewed: Die Hard Arcade,
Crusader. Hexeo, Die Hard Trilogy,
Grid Run, Andretti Racing, Tilt,
Soviet Strike. Showcases: Hexeo,
Soviet Strike, Fighters MegaMix, Die
Hard Arcade. Tips: Tomb Raider
part two. Eihumed Team Dolls!
ISSUE #20 JUN 97
Last Bronx Revealed! More incredi-
ble Quake! Reviewed: Fighters
MegaMii, King oF Fighters 95.
Pandemonium. Mr Bones.
Mechwarrior 2, Scorcher, Shining
the Holy Ark. Showcases:
Pandemonium, Mechwarrior 2,
Shining Holy Ark! Tips: MegaMk, Die
Hard part three. Reien part one.
#21 JOL 97
WipEout 2097! Resident Evil/ Marvel
Super Heroes exclusive! Reviewed:
Jonah Lomu Rugby. Bait lest at ions,
IDA. Actua Soccer Club Editioo. The
Crow. Sooic Jam feature! Double
AH3 interviews: arcade Top Skater,
last Brooi! Tips: Shining Holy Ark
part one, MegaMii part three,
Heien part two!
ISSOE #22 AOG 97
Sonic R revealed! Special E3 Report!
Reviewed: Scnic Jam, Dark Light
Conflict, Dragon Force, WipEout
2097. Previews: Quake, Marvel
Super Heroes! Showcased: Dragon
Force, Last Bronx, WipEout 2097.
Enormous Resident Evil guide! Tips:
Heien Final Part, Shining the Holy
Ark Part 2.
ISSUE #23 SEPT 97
Marvel Super Heroes delusive!
Reviewed: Resident Evil, Warcraft II,
Williams' Greatest Hits, Discworld 2.
Previews: louring Car, Grandia, Croc,
Salamander Deluxe Pack! Showcased:
Marvel Super Heroes, Resident Evil,
ISSUE #24 OCT 97
Panzer Dragoon Saga exposed! First la
at Burning Bangers! Reviews: Duke
laKarts.
Showcased: Croc Duke Nukem 3D and
Marvel Super Heroes. Coming Soon:
Sonic R, Silhouette Mirage, Plus Last
Bronx, Resident Evil and '
Grid Run, Andretti Racing, Tilt,
Soviet Strike. Showcases: Hexen.
Soviet Strike, Fighters MegaMii, Die
Hard Arcade. Tips: Tomb Raider
part two. Eihumed Team Dolls!
Back Issues
HOW TO ORDER:
So as you can see, you can't
afford to be without ONE issue of
our fine periodical. In fact, you'd
every issue you want,
specifky the ISSUE NUMBER, the
MONTH, and the YEAR. Each mag
costs the princely sum of £4.50,
including P&P. Make cheques
payable to EMAP IMAGES LTD.
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BACK ISSUES, Tower Publishing,
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M, BMtj Soon: ■— — ■■■■■■■■■■■■■■■mihhhi
Mirage. Plus last fU^3= tr-^f=' — Jl^'J
I and Wpaout guides! \^^^jf^^iA
OUT HOW
MARVEL SUPER HEROES
By Capcom 95% E44.99
Okay... you've bought X-Meri: Children of
the Atom, you own Street Fighter Alpha
2. Just why should you bother with
Marvel Super Heroes? Trie answer to that
is simple: MSH is quite simply the most
stunning 2D fighting game that you can
own. The original arcade machine was
the most advanced use of Capcom's pro-
prietary CPS-II coin-op board - a 2D mon-
ster that shouldn't be possible on any
home machine. Despite this, Capcom
have performed wonders in bringing the
arcade game home.
'
For a start, all of the features from the
coin-op are present. Just about all the
graphics have been crammed into the
Saturn with varying degrees of success.
Whereas Spider-Man, Wolverine and all
of the small characters are nigh-on
identical to the arcade game, the likes
of Blackheart and Juggernaut have suf-
fered slightly. It doesn't really matter too
much to be honest. And if you're really
upset about it, you can always get a
RAM cart from your local importer to
sort out these extremely minor graphi-
cal deficiencies.
The Internet newsgroups have
moaned consistently about slowdown in
DUKE NUKEM 3D
By Sega 97% E49.99
Everyone knew that Lobotomy Software would do
a great job converting across Duke Nukem 3D
from PC to Saturn... but when you actually sit
down with the final game and get busy, you can't
help but get completely blown away by what
Seattle's finest coders have achieved.
For a start, every level from the PC version has made it across, virtually
unchanged from the original. In fact, in some cases, the Saturn version looks better,
thanks to the brilliant dynamic lighting effects that Lobotomy have added. Then
there's the speed. The sheer fluidity of Saturn Duke will have you gasping with amaze-
ment. Even Exhumed isn't as smooth (or indeed as detailed) as Duke. Oh, and the PAL
version is full-screen, full-speed too -
another great achievement from the
Lobotomy masters.
But the showpiece of the Duke
Nukem experience is the gameplay -
just the way the entire game gels
together. The range of weapons, the
puzzles and the monsters that you face
as you race through the 30-odd levels is
just incredible!
The final icing on one of the most
delicious cakes we have ever clapped
eyes on is the addition of Lobotomy's
multiplayer masterpiece. Death Tank!
This game is reason enough to go out,
buy a multitapand round up five mates
for the ultimate in multiplayer gaming!
Vou cannot avoid this game - to do so is
to insult the Saturn and all it stands for!
The decision is simple. Get the cash
together, purchase this game and feel
the power!
the game, but to be honest, this is a non-
issue if you aren't using the RAM cart. So
our advice is simple: sit back and enjoy
the most brilliant Capcom fighting game
on the market. Fighting game purists
may prefer Street Fighter Alpha 2 or King
of Fighters, but for the average Saturn
owner who wants the best characters,
the best graphics and the most accessi-
ble gameplay, you can't help but choose
Marvel Super Heroes as the superior
fighting experience. GET IT NOW! If it
wasn't for the appearance of Duke
Nukem this month, MSH would easily be
Came of the Month!
LAST BRONX
By Sega 92% £44.99
AM3S first fighting foray was a celebrat-
ed arcade experience in Japan - a graphi-
cally brilliant slugfest featuring brutal
weapons and violent, psychotic urban
warriors. And it's frankly amazing just
how close the Saturn version is,
Last Bronx is the first fighting
game since Virtua Fighter 2 to feature
amazing high resolution visuals run-
ning constantly at 60 frames per sec-
ond. What's more, it's the first fighting
game that actually surpasses VF2's
stunning graphics: some of the 3D
backgrounds are simply mind-blowing.
As a gameplay experience. Last
Bronx is vastly different to VF and
Fighting Vipers. In fact, it's probably
closer to the Tekken series in terms of
gameplay. However, the classiness of
Last Bronx derives from the moves - this
is quite clearly the most violent fighting
game we've seen to date - Kurosawa
(the man with the large stick) in partic-
ular stands out as a completely nasty
piece of work.
The usual meticulous Sega work
has been carried out in making PAL Last
Bronx every bit as good as the NTSC orig-
inal. Additionally, the game has been
toughened up beyond all measure when
compared to the Japanese import ver-
sion. Last Bronx only comes on one disc
in the UK as opposed to the Training
Mode extra CD the Japanese received.
However, all of the good stuff from the
second disc (such as a combo training
mode) has been ported onto the basic
one disc package. So that's cool then.
Overall, Last Bronx is amazing. It
surpasses VF2 and Fighters MegaMix in
terms of graphics and if you're a fight fan
after a new Saturn experience, this game
is the one for you. However, if you just
want the best 3D fighting game, look at
MegaMix and VF2 first.
FRANKENSTEIN
By Interplay £39.99 76%
After the initial surprise generated by a
completed Saturn game arriving with
no prior warning whatsoever, even
stranger events took place when we
realised it was not the usual scrolling
beat 'em up that we normally expect
from a licensed game, but one of those
interactive puzzle games that PC own-
ers seem to like so much.
Frankenstein's monster is the star of
the game, and players find themselves
waking up in the body of said monster,
without a clue as to what's happening
If 5 a very original idea to be honest -
there's no plot or explanation as such to
start with, it's just a case of examining
each location for interesting items and
waiting for the story to unfold. Clicking
on parts of the scenery or curious looking
objects usually turns up something help-
ful, or some background information
about the Doctor, and the mad scientist
himself is on hand in the digitised form
of top actor and quite-famous-bloke Tim
Curry, who pops up with handy explana-
tions and tips to break up the large num-
ber of still screens that make up the
game's visuals.
The graphics are a clever mix of
still backgrounds with the occasional
digitised clip shown over the top, which
surprisingly works rather well. Click on
some papers left lying on a table for
example, and the Doctor suddenly
appears and warns you to keep your
prying eyes to yourself.
After exploring the castle, players
encounter the first puzzles - trying to acti-
vate Frankenstein's lightning storage
machine is one of them, and it's quite fun
throwing switches and seeing what hap-
pens, but these moments area bit too far
apart to really raise the interest level.
As it is, Frankenstein is just about
bearable, and puzzle game fans may
well enjoy the more cerebral challenge
it presents, but I am contractually oblig-
ed to say that the majority of Saturn
owners will find this rather heavy going,
and should seek out more stimulating
leisure software.
SEGA SATURN MAGAZINE 97
Introducin
HERC'S ADVENTURES
Fans of Konami's old Zombies Ate My
Neighbours will be well at home with Here's
Adventures. The concept is nlgh-on identical
(bar the setting) and the exact same team
behind the old M egad rive and Super NES classic
coded up this new game.
Although better known for its quality Star Wars-themed titles, LucasArts
has been producing awesome graphical adventures for longer than most
of our readers have been breathing. With such legendary titles as Indiana
Jones and the Fate of Atlantis, Monkey Island and Day of the Tentacle under its
belt, LucasArts has a proven track record when it comes to delivering humourous,
slick and playable adventure games.
In an effort to further expand its talents, LucasArts has recently completed
work on Here's Adventures, a sprawling cartoon-tinged game that at first glance
could almost be mistaken for a Disney title (by the way, there's no connection to
Disney's forthcoming Hercules animated film or PlayStation game). The difference
here is that LucasArts has foregone the text-heavy elements of its past games and
concentrated on more light-hearted and action-packed moments. The result is a a
witty and enjoyable Saturn title that mixes puzzle -solving and sword play with
magical powers and Greek mythology. Although Here's Adventures doesn't exactly
push the Saturn's hardware to the limit, it's clear that LucasArts has exploited the
machine's proven 2D abilities to produce incredible animations whether they
monstrous giants or sultry sirens. Players explore a series of increasingly bizarre
worlds on a quest to stop the devious Hades from stealing Spring. With super
human strength and the odd magical weapon or two, Here battles barbarians, sea
serpents, Cyclops and Ray Harryhausen-style skeletons in order to save the day.
Already out in the US, Here's Adventures was due to be released in the UK in
September by Virgin Interactive. However, a slimming down of the company's
Saturn titles means that this impressive LucasArts game has slipped into "release
limbo." With Virgin handing some titles to Sega (witness Resident Evil) and com-
pletely ignoring others (MegaMan X4), it remains to be seen whether Here's
Adventures will ever see the light of day over here.
If you're lucky enough to own an import machine (or an adapted PAL Saturn),
we definitely recommend picking up a US version of the game. If you're a player
who recognises quality programming and enjoys tongue-in-cheek humour, Here's
Adventures is definitely for you.
Here's Adventures has been brought about
mostly due to the upsurge in popularity of the
mythical character, thanks to the enjoyable
Hercules: The Legendary Journeys TV show.
Dear Newsagent ,
SEGA SATURN MAGAZINE If s more than just a mere " maga-
zine", it is an essential part of my very being -as important as
breathing, no less. So please put tilts fine journal aside for me
on a monthly basis. That's if you stock it, of course.
NAME
ADDRESS
NEXT MONTH...
Reviews overload! We'll be critically evaluating
following: Sonic R, Sega Touring Car Championship,
Karts, Atlantis and Croc! Plus we'll be revealing secrets
Duke Nukem 3D and revealing some eartl
tering Touring Car news! And it would be
ideatoputmoneyonushavingademoCI
issue., and for several issues after that!
we got some hardcore demos f
R EDITION. OUT NOW 12 NOVEMBER
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SATURN PACKS AT DOWN TO
EARTH PRICES!!!
g^ PRICES INCLUDE FfiEE NEXT DAY DELIVERY TO MOST ■_>
^AREAS IN THE UK amm m toc<i and a FREE URRY CASE!
COMING SOON ON THE 5ATURN
Sega Saturn with no game.
£96.99
Sega Saturn & Daytona USA or Theme Park £1 08.99
Sega Saturn & Thunderhawk 2 £109.99
Sega Saturn & Tomb Raider or Manx TT El 26.99
Sega Saturn & DOOM £1 1 2.99
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■ buy a quantum pad at tme same time as a saturn .for just £1 0.99
■ buy an 8mb memory card atthe same time as a saturn.for just £21.99
■ buy a dust cover at the same time as a saturn for just £ 5.99
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WE DO NOT CHARGE YOUR CREDIT CARD UNTIL YOUR OROER fS DESPATCHED, SO YOU CAN RESERVE YOUR NEW RELEASES TODAY.'
MEGADRIVE
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Beavis £ Butthlu) ... . (19 99 Vitiun Fiohtii .£35.99
BrutalPawso' Fun .£19.99 Woi»s ,..£30.99
FifaSoccfr'9S £1*99 . R p c
Gauntlet 4.... £19 99 *^° Mn * K CMI
International SjhiSR.tS.i.;»Di..| fll 95 PBMI 9 Gnowu Pao ■ Tutao-im,
Mm* Games 1 - WOUD Cup Iiaua '90. »i»ro-n« 8 tiow «ono« £1 1.99
Columns, Sum mw On , £12,99 ^^^^^^_^^^^^^_
NHLHo«ey-9S £12.99 ■ ■TTT'TTTTT
PGATourGoj? £1999 HBBBBBB^i 11 1 m I i l
PGA Tou» Gou 3 (19.99 J"**^
PHANtOM2D40 „ U9 9i> F.™"^ 1 -
FKM.MMWi.-97 £3*99 E5%g£
Rugby Wofid Cj- 95 £2199 Mortal Kon*a> 2
FREE MEMBERSHIP- All Prices
■Ml Willi 111 £«.»
MEGA CD
Battlecorps... £10.99
Dune £4.99
Skulikeep: Dungeon Master 2...E 12.99
SPECIAL OFFERI! BUY BATTLECORPS
OR 5KULLKEEP & GET DUNE FREE!!
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